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Multiple transparency - is solution exists?
Say, I wanna create a planet. With the atmosphere and several dust discs around it.
Planet and its atmosphere are just simple flat billboards with basic transparent shaders. Atmospheric billboard is in front of planet's one, so it gives absolutely nice fog effect and still keeps things simple.
Then goes dust discs. It is flat low-poly ring, broken so that each of its 12 segments is an separate mesh (knowing about Unity ordering features...). They are also using transparent shader, and until now it seems to work well, as when ring segment go behind the planet its distance also is greater than planet's distance.
But then I want to add some big debris into these discs, so I adding an particle system to each of them. And again I need to figure out how to deal with transparency, as now particles are trying to render behind something when they must be in front of it, or vice versa. May be 12 separate systems for each disc (1 system for 1 segment) will do the trick, I haven't tried yet. And I will end up with 36 particle systems in total. But it isn't supposed to be so complex (or why else I made a planet from flat billboard?).
Maybe some magic shader is exists which can allow transparent objects to overlap and intersect each other and still be rendered correctly? Or any other solution?
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