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Is this shader supposed disable itself when 2 objects that use it are overlapping? I don't think so, but will look at the code to see what I can figure (thinking maybe something to do with the transparency queue). --Casemon

  • No it's not supposed to do that. If you have a reproducable test case, send it in as Unity project or package via Report with instructions on what to load, what is expected and where the bug can be seen. --NeARAZ 09:00, 13 December 2006 (GMT)
    • Sent in a bug report with a package showing. I've tried adjusting the shader but have not yet arrived to the desired result. Is such a thing even possible? --Casemon
      • You're using the modified version of this shader. What you're doing is turning ZWrite On (makes sense depending on situation), but you have also changed AlphaTest to be greater or equal to zero (this condition is always true). If you need proper depth buffering on non-transparent parts; use ZWrite On but leave AlphaTest Greater 0. Or perhaps a better way would to to use two passes; one for proper depth buffer (only fully opaque parts); the other for semi transparent parts. --NeARAZ 14:41, 15 December 2006 (GMT)
        • I can't believed I missed that! Thanks for looking at this. --Casemon
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