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How to draw a mesh transparently without "hidden parts"?
Hi everyone,
This question can seems trivial (or I can be a real noob) but I will really appreciate some help on this point.
Take the simple example of a mesh created from a sphere and a cube inside ; the cube is not shown during a normal draw due to default ZTest LEqual. I would like to draw the same thing but with alpha blending (so only see half of the sphere and evertything behind in the scene).
I first imagine that a simple shader with two passes ; one to draw only depth and a second to draw only the material will do the trick but I cannot manage to do it.
Thanks in advance for the answers.
Answer by Jessy · Jan 07, 2011 at 05:43 PM
http://www.unifycommunity.com/wiki/index.php?title=AlphaVertexLitZ
ColorMask RGB is probably a mistake, otherwise
, texture * primary
wouldn't be there. Don't use ColorMask RGB is you're using it for iOS.
Great!
Finally I wasn't so far ; only miss the Color$$anonymous$$ask! Thanks a lot Jessy.