Uw opmerkingen

Yes using the built in Transparent / Cutout / Diffuse shader:

This has nothing to do with double sided rendering, so not sure if the title of this bug should be updated or not to something more approperate.

1. Create new shader (use default settings) > Add Texture2D node > Connect RGB to Diffuse > Connect A to Alpha Clip > Compile
2. Add Depth of Field full screen effect to Camera
3. Add Plane to scene and assign the compiled shader to the plane
4. Notice the entire plane, event the clipped alpha parts are considered at the same depth so they are not blurred out.
5. Assign the included Unity's Alpha Clip Diffuse Shader
6. Notice Depth of field work blurs the screen behind the clipped alpha parts.

I'd love for this to get fixed, and on a side note, I'd love for a "Depth Texture Mask" input to selectively write to the depth texture. You know, if possible and not terribly complex.



Was just looking for this feature hehe. +1