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Question by
itsa · May 04, 2014 at 01:33 PM ·
shader2d spritesmobileoptimizationdepth buffer
Alpha blended depth masking of sprites in the shape of the sprite, not the internal mesh?
I have been trying this for a week and cant find a way for it to work fast on mobile (without using discard, clip or alpha test). Is there another way? The first shader - Depth mask with alpha blending uses clip. This is the result I want, but without the clip instruction. The second shader - Uses grabpass to achieve the same effect, I am hoping to get it working with light.
spritedepthmask.txt
(1.7 kB)
glass.txt
(2.2 kB)
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