Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by MaT227 · Jun 12, 2015 at 06:16 AM · shaderrenderingshadowstransparencyrefraction

Unity 4.6 and Grabpass fails

I am using Unity 4.6 and the GrabPass feature and I would like to know if it's possible to use GrabPass ans Opaque RenderType because it doesn't seem to work....

 GrabPass
 { "_Grab" }
 
 Tags { "Queue" = "Geometry" "RenderType" = "Opaque" }
 LOD 400
 
 CGPROGRAM
 #pragma target 3.0
 #pragma surface surface Lighting fullforwardshadows
 (...)

When adding the opaque RenderType, the shadows are available but the GrabPass not... when removing the RenderType, the GrabPass appears as a silhouette and I want to mask it.

Is it possible to use masked GrabPass and shadows in deferred rendering ? Thanks a lot !

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Eno-Khaon · Jun 12, 2015 at 06:42 AM

Have you tried moving the Queue to a later point in the rendering process?

 "Queue" = "Geometry+1"

might be enough to keep the object technically opaque and not wait too long before rendering it into the scene.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image MaT227 · Jun 12, 2015 at 06:50 AM 0
Share

Thank you for the answer but this issue is more linked with the "RenderType" = "Opaque" parameter.

avatar image Eno-Khaon · Jun 12, 2015 at 07:38 AM 0
Share

Hmm... I suppose there could've been a change in that functionality between Unity 4 and 5...

Let's see, then... From the perspective of Unity 5, at least, I'm not managing to encounter any problems using any RenderType. From what I can tell, they usually appear to have little use on their own. That said, if there are differences related to RenderType tags when using Surface shaders, that would be different.

As far as the Queue is concerned, Geometry timeframes appear to result in lighting and coloring being incomplete (again, in Unity 5's standard shader in this case in deferred rendering - forward has color data built by this point) and shadows haven't yet been generated. With the Queue pushed up to a $$anonymous$$imum of Geometry+501, shadows and lighting have now been generated on the objects, therefore the general calculations compounded on the Geometry timeframe occur at +500.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Is there a way to have a transparent vertex shader recieve and cast Shadows? 0 Answers

How to make transparent only colliding part of object? 0 Answers

I can't Rendering DirectionalShadow from SRP. 0 Answers

Render texture above something else 1 Answer

GrabPass and Transparent geometry 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges