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Question by oliver-jones · Oct 04, 2013 at 11:27 AM · buildingtransparentz-depth

Object with Transparent Vertex Lit Z - Lightmap

Hello,

I'm trying to get a building slightly transparent. At first I tried using the built in transparent shader within Unity, but this was giving weird effects to the Z depth, meaning I could see the other side of the building, through the building model. I then tried using this Alpha Vertex Lit Z:

http://wiki.unity3d.com/index.php?title=AlphaVertexLitZ

Which is suppose to give the effect I want, but as soon as I apply it to my building, the entire model goes transparent (no matter what my alpha value is at):

Normal diffuse on both building and cubes:

alt text

AlphaVertexLitZ on both cubes and building with 25% alpha:

alt text

What am I doing wrong here? Is it because I have a lightmap on my building? Or, maybe some kind of import settings I need to play with?

Thanks

screen shot 2013-10-04 at 12.25.32.png (161.0 kB)
screen shot 2013-10-04 at 12.25.14.png (211.1 kB)
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avatar image oliver-jones · Oct 04, 2013 at 11:53 AM 0
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Yeah it appears to be my lightmap thats causing it - thats pretty annoying :/ Any workarounds?

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Answer by oliver-jones · Oct 04, 2013 at 12:52 PM

I found a work around. If you want to use a lightmap on an object that uses transparent, then use this:

 Shader "Transparent/Diffuse ZWrite" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,1)
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
 }
 SubShader {
     Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
     LOD 200
 
     // 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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