0
Not a bug

Forward lighting no good for overlapping alpha-blended 2D meshes

Pharan's Exile 9 years ago updated 9 years ago 2

Forward lighting isn't a good match for meshes with overlapping tris with an alpha-blended texture (and no z-buffer writes).

Image 492

The base pass gets drawn, and the Forward Add pass is added, which ends up additively blending the overlaps. The result is that alpha-blended opaque objects look like weird translucent things.

Image 491


Does ShaderLab have a more appropriate lighting for this situation? like lighting that's not on a separate pass. Maybe Vertex Lighting?

Answer

Answer
Not a bug

As far as I know, there's not really a straightforward solution to this. (Also, I'll close this as it isn't a bug in SF)

Answer
Not a bug

As far as I know, there's not really a straightforward solution to this. (Also, I'll close this as it isn't a bug in SF)

Ah right. Sorry to bother.


I guess I'll resort back to using fixed function shaderlab.

No idea how to use any sort of even non-directional Vertex Lighting with ShaderForge.