
This software and documentation is proprietary to Surpac Minex Group Pty Ltd. However, Unity aggressively batches shadow casters, even if objects have different materials, and ignores the clip mode when doing so.EMail: The document is for study only,if tort to your rights,please inform us,we will deleteĬopyright © 2007 Surpac Minex Group Pty Ltd (A Gemcom Company). The clip mode always gets applied when rendering shadows. Why do shadows sometimes ignore the clip mode? The inside surface now gets shaded correctly, although it still ends up darker than the outside because of self-shadowing. Properties Backfaces and all faces, correct lighting. We'll use is as the source for albedo and alpha, with solid white as the default. TexturingĪdd a main texture property to the Lit shader. Their RGB channels are uniform white so won't affects the material's appearance. Import these textures and indicate that their alpha channel represents transparency. Alpha maps for square and sphere, with black background. Here are two textures for that, one for square geometry like quads and cubes, and one for spheres. The most straightforward way to achieve this is with an alpha map. Alpha MapsĪlpha clipping is only useful when a material's alpha varies across its surface. So to support alpha clipping we only have to adjust our shader. Besides that, it's exactly the same as rendering opaque geometry. This technique is known as alpha clipping, alpha testing, or cutout rendering. Alpha ClippingĪs explained in Rendering 11, Transparency, it's possible to cut holes in geometry by discarding fragments based on an alpha map.

A mix of opaque, clip, and fade materials, all casting and receiving shadows. This tutorial is made with Unity 2018.3.0f2.

It's about adding support for alpha clipping and semi-transparent materials.

This is the sixth installment of a tutorial series covering Unity's scriptable render pipeline.
