I’ve run into an issue with tree transparency. See the attached screenshot. Now I know about the sorting issue for render queues. However this seems like it is obviously being sorted incorrectly. The building in the background has its center well behind the bushes (which are placed as Trees). Notice that the problem is only present when the trees are rendered as billboards. This happens for Detail Meshes as well, but I’ve got a bunch of trees to show the example.
[EDIT]
On farther investigation, it seems it may not be a transparency issue, but a something like the shader is adding the background color in. When the face of the building is completely shadowed the plants appear correctly. I still don’t know how to resolve it or why it is happening.
[EDIT 2]
This doesn’t happen in the web player. But it does happen in the editor and in stand alone builds.
That looks sort of similar to what I had happening in this thread:
http://forum.unity3d.com/viewtopic.php?p=54784&highlight=#54784
It only seemed to happen on existing projects I converted to Unity 2.0. If I recreated the scene from scratch in Unity 2.0 I was unable to reproduce the problem. I didn’t submit a bug report since I couldn’t generate the bug in a non-proprietary scene.
Do you notice that the transparent effect disappears as you walk closer to the trees?
I didn’t want to rebuild the scene, so my workaround was to scale the world down in units. For some reason that had a positive effect on it. Playing with the near far depth buffer settings also helped a bit. The problem never went away, but became far less noticeable.
OK well since they requested a bug report for that thread, I’ll go ahead and submit one. The scene is not converted from 1.6 and the model sizes are not very big.