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Question by
bmdc · Jan 28, 2019 at 02:59 AM ·
shadershaderstransparency
HELP. Transparency Shader can't Apply Metallic and Smoothness,HELP! Transparent Shader Can't apply Metalic and Smoothness.
Hi All,
I have this shader that needs to render a see-through hole of a human body and I have used a transparent shader to see though the model. I have solved the z-depth buffer issue of the model but I can't seems to apply metallic and smoothness on the shader. Any advice? Thank you very much.
The following are the shader and also the screen shot
![Shader "Custom/test2" {
Properties{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
// extra pass that renders to depth buffer only
Pass{
ZWrite On
ColorMask 0
}
// paste in forward rendering passes from Transparent/Diffuse
UsePass "Transparent/Diffuse/FORWARD"
}
Fallback "Transparent/VertexLit"
}][1]
,Hi All,
I have a shader that uses a texture with partial transparency. I have solve the z depth buffer to prevent stacked rendering of my human model but I can't adjust both metallic and smoothness of the shader. The following are the shader Thank you very much :
Shader "Custom/test2" {
Properties{
_Color("Main Color", Color) = (1,1,1,1)
_MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
_Glossiness("Smoothness", Range(0,1)) = 0.5
_Metallic("Metallic", Range(0,1)) = 0.0
}
SubShader{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
// extra pass that renders to depth buffer only
Pass{
ZWrite On
ColorMask 0
}
// paste in forward rendering passes from Transparent/Diffuse
UsePass "Transparent/Diffuse/FORWARD"
}
Fallback "Transparent/VertexLit"
}
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