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0 votes
1 answer
161 views

How can I write an additive mesh shader that splits the RGB channels while accounting for depth?

I'm trying to create a sort of "hologram" effect. So far, what I have is an additive, three-pass shader that uses ColorMask for each pass to separate the RGB channels. The problem is that doing so ...
IanLarson's user avatar
  • 771
0 votes
1 answer
3k views

Unity Custom Sprite Shader: Don't write transparent pixels into Depth Buffer

For performance reasons, i have to create my own billboards to replace some geometry. I modified the standard sprite shader to Cull Back and ...
stainless's user avatar
7 votes
1 answer
5k views

Depth Peeling implementation problem: How to render the next layer? (OpenGL)

I try to implement order-independet transparency sticking to the pseudo code in the linked paper (page 4). I can't figure out how they are able to do this in OpenGL. I am rendering the scene two ...
mskr's user avatar
  • 233
1 vote
2 answers
9k views

Depth write and depth test in Unity

Scenario: several objects (o1, o2,.., on) have to be rendered with the z test disable, but the z values must be written to the depth buffer. In another pass, some other objects (t1, t2,..., tm) need ...
teodron's user avatar
  • 3,301
4 votes
1 answer
2k views

How do you display non-cutout transparent 2D textures with a depth buffer? (OpenGL)

I've been able to get my 2D renderer to display transparent cutout textures by testing the alpha of a fragment and discarding if it is less than 1 (or any fraction really). The problem is I want to ...
kfan's user avatar
  • 311
1 vote
1 answer
2k views

Early Z culling - Ogre

For Ogre experienced people, but also experts in the field: Early Z culling is sometimes quite desirable, and that's what I tried to do in Ogre by using a two pass material. The first one is writing ...
teodron's user avatar
  • 3,301
10 votes
4 answers
5k views

Shadow Mapping and Transparent Quads

Shadow mapping uses the depth buffer to calculate where shadows should be drawn. My problem is that I'd like some semi transparent textured quads to cast shadows - for example billboarded trees. As ...
CiscoIPPhone's user avatar
  • 5,268