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How to write alpha to destination in a fixed function shader...
How do I cause a fixed function shader, to write alpha to the destination (for use in a render texture) ? I have previously added this to standard vertex/pixel shaders... #pragma surface surf Lambert keepalpha
but that is bad syntax for a fixed function shader.... What is the equivalent "keepalpha" command for a fixed function shader please ? or is it not possible ? Do I need to re-write this shader as a typical vertex/pixel shader?
Cheers
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