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Multiple intersecting meshes with per-pixel-alpha-sorting transparancy shader
I have an anatomical model of a human body with different layers of meshes. There is the outer skin as one mesh, the next layer is the muscles, and the inner layer is the skeleton mesh.
I want to write a shader that I can adjust the transparency of via a GUI slider, to adjust the transparency level of each mesh. But I'm running into multiple problems with the shaders I've found so far. Some shaders makes the different objects inside the skin mesh to pop in and out of vision depending on the camera angle, I have this problem with the AlphaVertexLitZ (http://wiki.unity3d.com/index.php?title=AlphaVertexLitZ). Other shaders have other issues. I'm guessing it has something to do with sorting and z-depth. But I need to have some sort of "per-pixel-alpha-sorting" transparency shader to handle this complex layering/intersecting of meshes and transparency.
I would like to have this properties for the shader:
Albedo texture
Transparency slider
Normal map texture
Specular
How do I fix this advance transparency rendering in Cg/HLSL shaders?
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