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Question by Mortoc-GatherEducation · Apr 05, 2012 at 07:46 AM · shaderrenderingpasstoon shading

Multipass Shader Question - How to handle alpha blending between passes

So I'm trying to create this effect: http://vimeo.com/5660045 I've gotten this far: http://www.gathereducation.com/Test/Art%20Style%20Test%2001.html And here's my source: http://www.gathereducation.com/Test/Painterly.unitypackage

As you can see when the sphere rotates, it's transparent. I have 8 passes that offset and blend the object, each writing to the buffer an alpha value of 0.125. I've tried all the blending modes, but what I really want is for the center parts that are covered by all the passes to be alpha = 1 and the edge parts that are only rendered over once to be alpha 0.125.

Also, I'm pretty new to unity shaders, so I'm sure there's a better way to implement this than what I've done so far, if anyone has any suggestions it'd be much appreciated.

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avatar image rawatenator · Apr 22, 2012 at 09:42 PM 1
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Hey man, don't know the answer, but just wanted to let you know that your Django site is is debug mode. You should go to settings.py and turn Debug off for your own security.

avatar image Mortoc · Apr 22, 2012 at 09:44 PM 0
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Hey thanks, it's been in and out of debug mode for a while - I'm actually debugging things on it right now ;)

avatar image rawatenator · Apr 22, 2012 at 09:58 PM 0
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No Prob...just a friendly tip ;). BTW, how did you do: "each writing to the buffer an alpha value of 0.125." I recently posted a question that you might know the answer to: http://answers.unity3d.com/questions/243438/shader-question-about-alpha.html

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