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Wird überprüft

Multiple Pass Shaders

Andrei Nadin vor 11 Jahren aktualisiert von Freya Holmér (Developer) vor 10 Jahren 6

I know this is more complex but for things like hair, it's pretty important.


http://forum.unity3d.com/threads/167762-Hair-shader-with-Kajiya-Kay-specularity-and-proper-sorting


Our hair shader does an alpha clip on the skull cap then an alpha blend on the outer layers.

Antwort

Antwort
Wird überprüft

Yes, this is rather complex! Currently passes are auto-generated for things like multiple lights, distortion etc. I'm considering making a special multi-pass mode later, where you have full control, but less automatic things helping you.

Antwort
Wird überprüft

Yes, this is rather complex! Currently passes are auto-generated for things like multiple lights, distortion etc. I'm considering making a special multi-pass mode later, where you have full control, but less automatic things helping you.

I reckon that would be totally fine, reality is once you want/have to go multi pass you probably do want that kind of control. Interestingly I can't seem to find a way to pass the results of 1st pass to a 2nd pass in a surface shader (the actual texture pixels) be cool if that were possible.

Do you have any eta for this? I just need to know if I have to ship with a separate shader package along with sf.
Way, WAY into the future, most likely. A ton of things have higher priority
Humm... I really need this feature. I need a water plane that writes depth. Any other workaround for this?
A water plane that writes depth sounds, odd. It basically means everything behind it would fail the depth test, and thus not render