MotionVectors on translucent shader
I'm trying to add motionVectors output on a translucent shader. Here's the shaderLab file (a simple modification of the default unlit shader).
SubShader {
Tags {
"IgnoreProjector"="True"
"Queue"="Transparent"
"RenderType"="Transparent"
}
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// #pragma target 2.0
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
UNITY_FOG_COORDS(0)
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
v2f vert (appdata_t v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : COLOR {
fixed4 col = _Color;
UNITY_APPLY_FOG(i.fogCoord, col);
// UNITY_OPAQUE_ALPHA(col.a);
return col;
}
ENDCG
}
}
It renders correctly.
I then tried to add passes from Internal-MotionVectors.shader (source is here) to generate motionVectors, but nothing renders, no geometry nor motionVectors.
When I remove the "Queue"="Transparent" tag, motionVectors render correctly, but geometry is still invisible. Removing motionVectors passes makes objects visible again. How can I combine the two?
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