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Question by Creamzsoda · Jun 03, 2011 at 01:48 AM · transparencyalpha-channelalphamap

Alpha channel makes entire model semi-transparent?

I'm having a weird problem and can't crack it. When I apply my texture that contains and alpha channel it makes the transparent parts transparent correctly, but the rest of the model is also semi transparent (only to itself) so if you look at this pic you'll see you can see the leaf and lower pieces through the head and what not... [http://i.imgur.com/KfFuX.jpg][1]

  • I have a model with a texture on it with a solid white/black alpha channel.

  • Transparent-diffuse shader

  • Tried png, tga, photoshopfile, no dice

  • Normals don't seem to be inverted

  • The leaves and drool have polys facing both sides and are unconnected (this problem isn't specific to just those parts.)

Any ideas? I'm about to give up :(

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avatar image Strontium · Nov 30, 2013 at 05:18 AM 0
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I've had the same problem with an alpha texture which needs to support multiple opacities. Cutout is useless for my situation.

I don't understand why "Transparent/Diffuse" exists as an option if it doesn't work. (Not, at least, without major fiddling under the bonnet.)

avatar image Eric5h5 · Nov 30, 2013 at 08:17 AM 0
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It works fine. It's not appropriate for all cases, considering the limitations of transparency, but it works as intended and is useful.

avatar image Strontium · Nov 30, 2013 at 05:07 PM 0
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Thanks for the response, Eric5h5. $$anonymous$$y comment was made in a moment of frustration, so I wasn't quite precise enough in stating the problem.

As you rightly say, this type of transparency has its limitations.

However, my issue is that it does NOT currently appear to work as intended. To quote from Unity's own documentation: "In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque."

I'm using version 4.3.0f4 and alpha 255 (white) is showing my models as 50% opaque, with every other greyscale similarly proportioned. I've attached an example image to this comment.

I've tried it with PNG, PSD & Targa files with blended alpha -- all the same result.

I had originally thought that this was something I was doing wrong, but I'm starting to suspect that this may be a Unity bug rather than a settings issue. Any suggestions would be appreciated.

alt text

avatar image Eric5h5 · Nov 30, 2013 at 06:54 PM 0
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Your image is broken, but I'm not aware of any bug like that.

avatar image Strontium · Nov 30, 2013 at 10:01 PM 0
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Found the cause! The material's "$$anonymous$$ain Colour" has a slider for Alpha, which was set at 50%; this was affecting the whole image.

The affected materials were automatically created (with 50% main colour alpha) when importing the FBX files. Dunno if it's a problem with $$anonymous$$aya/FBX-export or Unity/FBX-import issue, but at least I now know how to fix it.

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Answer by Eric5h5 · Jun 03, 2011 at 02:14 AM

Use transparent cutout instead. "Real" transparency requires that writing to the zbuffer be turned off, which means that polygon sorting issues like you posted will occur.

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avatar image Creamzsoda · Jun 03, 2011 at 04:20 AM 0
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It worked! Thanks a lot! :)

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