My dear community,
The knowledge as how to fade between sky-domes is absent in my head. Therefore I’ve tried to make a workaround to get the same outcome.
I use different spheres with a scaling of 400,400,400 that always stay on the same position as the player, without rotating. So it looks as if it’s a skydome. On these spheres I use a Tinted Transparent shader with opacity control, stating opacity = A. Then using a (Java)script to fade in and out using the aforementioned A.
The problem however is that my player is “inside” the sphere and at about 80 units of distance, in my case meters, objects in the scene are not visible to the camera. Then the objects at < 80m are all snapping into my view. This is extremely ugly and I don’t care for it.
It is in my believe that the render ques have something to do with my problem but I do not poses the knowledge to fix it.
If anyone could tell or refer me how to fade skydomes or if someone could give me the solution for my shader it would be much appreciated!
For your information:
I use Pro.
Camera view clipping is set to 0.05 → 400.
The problem only occurs when I play or look through the camera.
In scene view there is no problem.
And this is that shader I use:
Shader "My Shaders/Tinted Transparent with Opacity Control" {
Properties
{
_Color ("Tint Color (A = Opacity)", Color) = (1,1,1)
_MainTex ("Texture (A = Opacity)", 2D) = ""
}
SubShader
{
Tags { Queue = Transparent }
ZWrite On
Cull Off
Colormask RGB
Blend SrcAlpha OneMinusSrcAlpha
Color [_Color]
Pass
{
SetTexture [_MainTex]
{
combine texture * primary
}
}
}
}
Many thanks in advance,
Rik.