Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by nirharpaz · Nov 13, 2015 at 02:02 PM · materialstransparencyalphafadefadein

Lerp frm opacity does't reveal material

i have an issue with an gameobject with material fade out & fade in

i have a script on each asset with a function that returns the array of materials need to change. i use an auxiliary:

 public List<Material> TransparentMaterials;
 public float timeToDisappear = 2.0f;


 void ChangeMaterialtoTransparent (Material mat) {
         mat.SetFloat("_Mode", 3f);
         mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
         mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
         mat.EnableKeyword("_ALPHABLEND_ON");
         mat.renderQueue = 3000;
     }
     
     void ChangeMaterialtoFade (Material mat) {
         mat.SetFloat("_Mode", 2);
         mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
         mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
         mat.SetInt("_ZWrite", 0);
         mat.DisableKeyword("_ALPHATEST_ON");
         mat.EnableKeyword("_ALPHABLEND_ON");
         mat.DisableKeyword("_ALPHAPREMULTIPLY_ON");
         mat.renderQueue = 3000;
     }
     
     void ChangeMaterialToOpaque(Material mat)
     {
         mat.SetFloat("_Mode", 0);
         mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
         mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
         mat.SetInt("_ZWrite", 1);
         mat.DisableKeyword("_ALPHATEST_ON");
         mat.DisableKeyword("_ALPHABLEND_ON");
         mat.DisableKeyword("_ALPHAPREMULTIPLY_ON");
         mat.renderQueue = -1;
     }

when time for the material to fade comes, i clame its materials and use

 void FadeOverTime( Material[] mats)
     {
         foreach (Material mat in mats) 
         {
             if(!_transparentMaterialsNames.Contains(mat.name.Substring(0,5)))
                 ChangeMaterialtoFade (mat);
             StartCoroutine(TurnInvisible(mats));
         }
     }
 
 
 IEnumerator TurnInvisible(Material[] mats)
     {
         float startTime = Time.time;
         while (Time.time < startTime + timeToDisappear)
         {
             foreach (Material m in mats)
             {
                 float tmp = Mathf.Lerp(1.0f,0.0f,(Time.time - startTime)/timeToDisappear);
                 FadeColorTolevel(m,tmp);
             }
             yield return null;
         }
     }

and all is good.

however when trying to lerp it back

 IEnumerator ShowAndWait(Material[] mats,int index)
     {
 
         yield return StartCoroutine(Show(mats, index));
 
 
         foreach (Material mat in mats) {
         
             if(!_transparentMaterialsNames.Contains(mat.name.Substring(0,5)));
                 ChangeMaterialToOpaque (mat);
 
         }
 
     }
 
 
 IEnumerator Show(Material[] mats, int index)
     {
         float startTime = Time.time;
         InvisibilityField VF = _visibilityComponents [index]; 
         while (Time.time < startTime + timeToDisappear)
         {
             foreach (Material m in mats)
             {
                 float target = VF.GetOpacityLevel(m);
                 float tmp = Mathf.Lerp(0.0f,target,(Time.time - startTime)/timeToDisappear);
                 FadeColorTolevel(m,tmp);
                 print (m.name + "opacity is " + tmp + " as for " + (Time.time - startTime)/timeToDisappear);
             }
             yield return null;
         }
     }

     void FadeColorTolevel(Material mat, float lvl)
     {
         Color Col = mat.color;
         Col.a = lvl;
         mat.color = Col;
     }

only reveals some materials (its 1 model with multimaterial) wile other remain invisible

the print result of the print function clames that ALL materials have been lerped to 0.995.

the effect is that when the line ChangeMaterialToOpaque (mat); kickes in, some materials are fully visible while other just blink back into visibility as they have skipped all the lerp process..

the fade in function is almost identical to the fade out function that works so i don't know what am i doing wrong.

i use Unity 5.2.0f3.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

34 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Making A Model Transparent/Fade? Unity-chan etc... 3 days no results! 0 Answers

Fade Material's Transparency Based on Distance 3 Answers

Custom opaque shader looks transparent 0 Answers

Sprite.Create alpha 1 Answer

How to fade in and out two logos inside the same scene? [c#] 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges