+15
À l'étude

Multiple Pass Shaders

Andrei Nadin il y a 11 ans mis à jour par Freya Holmér (Developer) il y a 9 ans 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.

Solution

Solution
À l'étude

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.

Solution
À l'étude

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