the Nice Transparency shader package has just been released on the asset store. It’s designed to give you better looking transparent objects, with less artifacts and proper rendering of both front- and back faces. In addition it allows for a smoother edges.
Here’s the link to the asset store page and some screenshots:
Is this some order independent technique? Like depth peeling, stochastic or weighted sum? Does it require Unity Pro?
In either case nice to see someone working on transparency in Unity
I haven’t tested them on mobile yet, but as far as i can see, some of them should actually work just fine (i.e the bumped specular one). However the performance hit is probably too big to draw more than just a few objects. I’ll try them on android tomorrow and let you know what the results are.
Unity Pro is not required and it’s no order independent technique as well. It’s a rather straight forward multi-pass approach which makes it a lot faster than the approaches mentioned by you. Of course this means it has a few more artifacts than i.e depth peeling, but i guess the performance benefit is worth it.
Okay, so i’ve made a quick test on mobile and the non parallax and non reflective versions do work. However, as expected, the performance hit is a bit too large. Tested 6 Objects which took up the entire screen on a Qualcomm QSD 8250/Adreno 205, and got about 15fps. So on current gen devices, more than one or two objects at a time will probably be too much.
Are there any workflow changes to using these shaders compared to the built-in ones? Do I just need to put one shader on all of my transparent diffuse materials, for example, or is anything else needed?
No changes. You just assign a shader and it should work fine. I’ve added multiple possible layers though, so in case the object sorting fails at some point, you can move the affected objects to another layer to fix it.
There should be no difficulties in the webplayer at all.
But for mobile, as said before, it’s too heavy unless you’re planning to only draw one or two objects at a time. In addition, mobile devices have quite a bit of problems with transparent objects which cover a large portion of the screen. They really don’t like overdraw
Other than that, most versions work, except the reflective and parallax version, because those are ShaderModel 3.
I just bought this. I have two objects next to each other and the camera can freely go to any side. The object I put on layer 0 always “overwrites” the ones on higher layers, so you see the background through. If I put them on the same layer I get the same artifacts as with the regular tranparent shader.
Is there some automatic way I can tell which object should have which layer?
Also, my objects have more than 65000 polygons (CAD scans), so I have to split them up over multiple meshes. With your shader and this setup I actually see more artifacts (e.g. holes where polygons are in a 2nd or 3rd mesh) than with the regular transparent shader. Do you have any tips how I could resolve this?
Hi there, I don’t know if this is still a valid point to get support. I’m having an issue with the shader when used on ipad on a mesh with a blendshape. It’s fine on pc and mac but on ipad, it looks like the normals are inverted and all I see are the soft edges, the fall off I think it’s called, that are darker on the edges of the model.
Any idea why I’d have a problem on ipad with nicetransparency and blendshapes?
Thanks
Can someone help me change one of these shaders to an Unlit shader? I want the beautiful sorting and smooth alpha falloff that this shader provides, but unlit. I was disappointed that the package had everything but the one shader I purchased it for. Now I can’t get a hold of ChickenLord and have no real way to making that modification myself.