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Question by Teku-Studios · Nov 10, 2014 at 12:32 PM · shadersgraphics

GrabPass and transparent Queue materials

Hi everyone,

We are trying to handle a semitransparent plane to work with 2d toolkit sprites (but the same happens with unity transparent/diffuse shader, that's why I post it here!). In the example, the plane “cut” the sprites whatever we do. We are using a shader that “GrabPasses” the current scene using the proper Queue=”Transparent+1” to get painted the sprites in _GrabTexture. Later, we “mix” that texture with other process to make a water “feel” such as distortion and so on. (No Zwrite on flags)

We have tried out changing GrabPass tags, using a pre Pass with a “green” texture with 0.5f alpha value to check what is being rendered in _GrabTexture with GrabPass and this is the result:

alt text alt text

As you can see, the Sprite, transparent shader is not correctly drawn(the green plane is semitransparent and doesn't draw a piece of the heart).

If anyone could help us, we'll really appreciate it. Love is in the air as you can see.

Thank you!

2dtkspriteandwaterscene.jpg (142.1 kB)
2dtkspriteandwatergame.jpg (52.7 kB)
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Answer by Girish006 · Nov 23, 2014 at 06:08 PM

Use this shader for the semi transparent plane . http://wiki.unity3d.com/index.php/AlphaVertexLitZ. And if the problem still persists try "sorting order in layer" for the sprite.

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avatar image Teku-Studios · Nov 24, 2014 at 12:17 PM 0
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Hi there! Thank you for your response.

The problem is that when I use GrabPass to mix the color of the "Green plane" with what's behind it from perspective, then the GrabPass texture only drew Opaque objects, it's like it ignore transparent shaders. That way, I can't mix properly what's below the green plane if its a 2d Toolkit sprite or transparent one.

I can use zwrite off so always paint what's behind the green plane, but it's not what I'm looking for :)

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