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Question by cluo85 · Nov 14, 2011 at 03:34 AM · shadertransparentvertexlit

How to make Transparent/VertexLit shader work fine

I wanna make my character transparent according user control. so I changed the character shader to Transparent/VertexLit shader. I can set the material's a color to achieve transparency. But when I changed to use Transparent/VertexLit instead of Self-Illumin/VertexLit shader. the character was rendered quite abnormal.

the hair seems intersecting with the head.I read the unity script reference. It said it was a sorting problem. But It didn't tell me how to fix this problem.

so anyone knows about this? :) thanks

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Answer by AtomicHippo · Nov 14, 2011 at 09:18 PM

Have you tried this shader from unity wiki? http://www.unifycommunity.com/wiki/index.php?title=AlphaVertexLitZ

It should remove the multiply effect from facing polygons overlapping in screen space, which sounds the problem you're describing.

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avatar image cluo85 · Nov 15, 2011 at 02:08 PM 0
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Hi, AtomicHippo. Thanks very much . your answer works on my problem!

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Answer by m4a44 · May 27, 2013 at 08:14 PM

There is also this (a modification to the above):

 Shader "Transparent/VertexLit with Z" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _SpecColor ("Spec Color", Color) = (1,1,1,0)
     _Emission ("Emissive Color", Color) = (0,0,0,0)
     _Shininess ("Shininess", Range (0.1, 1)) = 0.7
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
 }
  
     SubShader {
         Tags {"RenderType"="Transparent" "Queue"="Transparent"}
         // Render into depth buffer only
         Pass {
             ColorMask 0
         }
         // Render normally
         Pass {
             ZWrite Off
             Blend SrcAlpha OneMinusSrcAlpha
             ColorMask RGB
             Material {
                 Diffuse [_Color]
                 Ambient [_Color]
                 Shininess [_Shininess]
                 Specular [_SpecColor]
                 Emission [_Emission]
             }
             Lighting On
             SetTexture [_MainTex] {
                 Combine texture * primary DOUBLE, texture * primary
             } 
         }
     }
 }
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Answer by gap · Nov 24, 2011 at 02:02 PM

Can this shader works with iOS device because still it is not showing the transparency ..

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