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En revisión
DepthBlend doesn't work with orthographic cameras.
It appears that the LinearEyeDepth shader function used internally by ShaderForge for DepthBlend doesn't work with orthographic cameras. It seems that the depth map is already linear, so the LinearEyeDepth function transforms it when it shouldn't. This was causing DepthBlend to make entire particle sims transparent.
This is probably a bug on Unity's side, but it would be nice to have it work in ShaderForge. Curious to hear your thoughts.
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Seems like a bug they should fix on their end, no?
I don't know if it's possible for them to put a compile-time conditional on the camera type, so I'm not sure how they would fix it.
Perhaps ShaderForge could have a toggle for the camera type?
I've submitted a bug report to Unity. Will update you on the results.
I agree, having a toggle would be very useful. Is there any way that small of a fix could be added in the next release?