Hello everyone!
When I set my material’s rendering mode to Transparent, it is completely invisible no matter what alpha settings i use in Albedo. This started happening since RC3. Any ideas on how I should troubleshoot it? I am running the public release of unity 5.
Thanks!
Do you have any underlying object that use custom shaders? Maybe your transparent object is rendering but other objects are being renderer on top of it?
Hi Varfare, I appreciate your reply! I don’t have any custom shaders in use, but I did use the FX/Glass/Stained BumpDistort at one point.
The cause of this is usually that the mesh is combined with something else or the origin of the mesh is far off the visible parts and the render order with other transparent objects becomes unfortunate.
Thanks for your input Dantus! I tried creating a cube at (0,0,0) and applying a new material to troubleshoot, the cube will go fully transparent . I noticed this started happening in this level after a GI bake completed. I did try clearing the cache, no change. I also tried a rebake, no change. It is a very interesting problem!
So applying transparency to the object in new, blank scene works? Does this happen only in this praticular scene?
I just tried applied transparency to a cube in a new blank scene, it works! In the “broken scene” I also noticed the wireframe isn’t rendering correctly when the selected object has transparency, see attached screenshot. The broken scene is also quite large with a lot of geometry. Thanks for all your help!
I think I am having the same issue. I even tried putting in a new scene and no fix. I keep getting a little transparency on the trashcan. On the train it is really bad as you can see in the image. the doors and the skeleton of the train are the same value on the alpha but the walls and parts of the train still are see through. Also i toggled with those texture import settings and no change.
I think its a different issue, but whats your material’s rendering mode set to? It might be set to transparent or fade, make sure its opaque.
Isn’t this the same old transparency sorting issue? It’s disappointing to find it still exists in 5, and very frustrating when doing characters - which I am, and having the sorting issue.
I notice in the manual for the new shaders it’s suggests cut-out is used (which has always sorted), and to reserve transparency for material like glass. Intriguingly there is an image of a character with a helmet with glass-visor in the manual - it would be good to know a best-policy pipeline for working with transparency, particularly for characters - I just set the eyelashes to transparent and the model turns in to a horror show!
Has anyone seen a good tutorial for artists in respect to this?
Hope this is the same issue as you guys are having, z-sorting transparency, looks like it to me (Unity takes the centre of the mesh and it’s distance to the camera for the draw priority order - I think).
This is not a Unity problem, it is a realtime application issue. It exists in all realtime 3d applications I have used.
You basically answered your question with the next sentence. Make sure that the center of the transparent meshes is correctly placed and that you split them up. E.g. if you have eye lashes, make sure each of them has their own mesh and make sure the origin of the them is set correctly where the actual mesh is. Like that the draw order will automatically be correct, unless if you have overlapping transparent meshes which is always tricky.
Thank you Dantus.
Does anyone know how Unity (5) gets the centre of the mesh, in order to calculate the distance to camera for transparency sorting - it seems to me it is not using the pivot position?
Thank you for your response but before I posted, I played with all the render mode settings and still no fix
Also I want to let you know where it says opaque. The widows suppose to be transparent, they just look like it. I am no the artirst responsible for texturing the train but I noticed this to be an issue with transparency not working properly.
I’ve seen a different case on Unity5. I’ve written a transparent shader, then make a material and apply to a sphere.
To my surprise, the sphere doesn’t appear in the game-mode, and disappear in edit-mode under certain angle.
I’ve tried to switch from Unity5.2 to Unity5.1, but the problem persisted.
And at last, I deleted the material ( not the shader ) and recreate it again (apply the same shader), this time it works normally.
I met with the same problem After shift it from legacy shader , And at last I solve this problem with a new material …