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Forward lighting no good for overlapping alpha-blended 2D meshes
Forward lighting isn't a good match for meshes with overlapping tris with an alpha-blended texture (and no z-buffer writes).
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.Does ShaderLab have a more appropriate lighting for this situation? like lighting that's not on a separate pass. Maybe Vertex Lighting?
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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.
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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)