Quantcast
Viewing all articles
Browse latest Browse all 16

Answer by keeperkai2

I found a way: To be more specific, you can do it in Unity 5 in two ways: The first way, as @helarts says, you simply use the "alpha" option to do this. And the surface shader compiler would add "Blend SrcAlpha OneMinusSrcAlpha" to the compiled vertex/fragement shader. The second way, is used when you want to specify your own blending ways. In Unity 4, you didn't have to add any option in the #pragma line of the surface shader(you just Blend SrcAlpha One in front of the surface shader), but in Unity 5, you need to add "keepalpha" and specify your Blending options like: Blend SrcAlpha One It took me all afternoon to figure out... I was even thinking about giving up and sticking to Unity 4(I got 700+ shaders so...)

Viewing all articles
Browse latest Browse all 16

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>