Problem with Fading out Objects via setting rendering Modes to Transparent instead of Opaque
I am working on a scene in Unity. I have a lock. I have a script that causes the lock to fade out.
However the Lock is made up of 3 Pieces. Each of them having their own Materials. In order to have them fade out I must have their rendering mode set to Fade, Transparency, or Cutout.
If I have the rendering mode set to Opaque, alpha values are not changed or effected.
The problem is that now objects within objects are rendered incorrectly, I can see through some of the lock. How can I stop this. Do I need to set the Z sort order somehow programmatically? I can do that, I just need to be pointed in the right direction.
Answer by whitesundreams · Feb 01, 2020 at 07:30 PM
The answer was given to me on reddit from this thread https://www.reddit.com/r/Unity3D/comments/ex1jkj/help_needed_with_figuring_out_transparency_vs/.
I used this shader https://ocias.com/blog/unity-stipple-transparency-shader/