Particle alpha material

Hi there!

http://www.stickystudios.com/unity/

This is the ‘playground’ I’m working on before the level is imported.

Walk to the spinning leaves (whirlwind). These are simply textures with the alpha channel used (GIF image). Walk into the whirlwind. You’ll ascend. The leaves close to the camera will show a black border around them: the alpha doesn’t work nearby the camera!

Does anyone has a tip how to avoid this graphics ‘bug’? I’ve been trying a lot, but haven’t found a solution.

That is strange. The first thing that comes to mind though is transparent GIFs use a 1-bit alpha and that might be messing it up. Did you try using another image format like TIFF that will import an 8-bit alpha? You’re also getting a black line around the leaves from further away. Also, have you tried both particle materials… alpha blended and alpha blended premultiply?

That character is sweet, I really like the animations and especially how you’ve scripted in a “falling” pose when he jumps and walks off platforms.

Pretty cool–is there a glow just on the character and not on the rest? I didn’t know you could do that.

The dust he kicks up while running is a nice touch.

I too am thinking that the sharp jagged edges on the leaves may be a clue to the problem you see close to the camera. There are many particle shader modes and I haven’t really learned the ins and outs, but if I try them all I generally get a look I like.

I’m not completely convinced its distance to the camera. I seem to get some leaves near the ground close to the camera with no problem, and then when the camera points up I get the border. Not that that makes any more sense. Maybe you could add some manual camera controls and see if you discover anything new about the problem?

Hi there!

Thanks for the compliments! Wait until you see the level :slight_smile:
I have to script something that checks the player fall velocity: when walking off a descending slope, the “fall down” animation is triggered too soon.

As for the particles; I will try to use TIFF tomorrow, that could be the problem! It looks like the camera distance is the problem after the particles are visible for a while (higher in the whirl). As if it tweens towards a different material :slight_smile:

Tweens toward a different material? Sounds like MIP mapping and trilinear filtering.

Good luck.

That would be a good thing to look at, the particle animator… uncheck “does animate color”. But I was also seeing black squares at the bottom of the whirlwind sometimes so still a mystery.

Yeah, the character would kind of “fall” down the trail instead of walk down :wink: