Particles appear to slip through the screen on STYLY.
Hara
started a topic
about 3 years ago
When uploading a 3D model with image transparency processing to STYLY in Unity, particles slip through. When we process image transparency in Unity, we use a shader "Unlit/Transparent".
Best Answer
C
Chujo @STYLY
said
about 3 years ago
If I were to write a simple solution, it would be as follows.
* Set the translucent shader for translucent objects.
* For example, Unlit/Transparent for models, Particles/Standard Unlit with RenderingMode=Transparent for particles,
* For the Render Queue, you need to set it to the default setting. If you change it, the drawing order will be fundamentally changed, and the 3D engine's automatic function of drawing translucent objects in order from back to front (Z-sort) will no longer work, so it is recommended to use the default value. For translucent shaders, use the Transparent queue (3000), and for opaque shaders, use the Geometry queue (2000).
* I think a shortcut would be to modify the 3d model. The large mesh of the model is probably causing the calculation of the front-back relationship to be incorrect, and modifying the 3d model to break it into smaller pieces will make the front-back relationship more reasonable.
* Currently, the front-back relationship is judged between the entire model and the entire particle, and for this reason, it is thought that one of the two is always drawn in front of the other, resulting in a rough rendering.
* By splitting the model, it becomes possible to make more detailed back and forth decisions.
* This problem tends to occur when the particles are spread out over a large area, so it is best to separate the particles into different particle systems of about 3 meters square to avoid this problem.
1 Comment
Chujo @STYLY
said
about 3 years ago
Answer
If I were to write a simple solution, it would be as follows.
* Set the translucent shader for translucent objects.
* For example, Unlit/Transparent for models, Particles/Standard Unlit with RenderingMode=Transparent for particles,
* For the Render Queue, you need to set it to the default setting. If you change it, the drawing order will be fundamentally changed, and the 3D engine's automatic function of drawing translucent objects in order from back to front (Z-sort) will no longer work, so it is recommended to use the default value. For translucent shaders, use the Transparent queue (3000), and for opaque shaders, use the Geometry queue (2000).
* I think a shortcut would be to modify the 3d model. The large mesh of the model is probably causing the calculation of the front-back relationship to be incorrect, and modifying the 3d model to break it into smaller pieces will make the front-back relationship more reasonable.
* Currently, the front-back relationship is judged between the entire model and the entire particle, and for this reason, it is thought that one of the two is always drawn in front of the other, resulting in a rough rendering.
* By splitting the model, it becomes possible to make more detailed back and forth decisions.
* This problem tends to occur when the particles are spread out over a large area, so it is best to separate the particles into different particle systems of about 3 meters square to avoid this problem.
Hara
When uploading a 3D model with image transparency processing to STYLY in Unity, particles slip through.
When we process image transparency in Unity, we use a shader "Unlit/Transparent".
If I were to write a simple solution, it would be as follows.
* Set the translucent shader for translucent objects.
* For example, Unlit/Transparent for models, Particles/Standard Unlit with RenderingMode=Transparent for particles,
* For the Render Queue, you need to set it to the default setting. If you change it, the drawing order will be fundamentally changed, and the 3D engine's automatic function of drawing translucent objects in order from back to front (Z-sort) will no longer work, so it is recommended to use the default value. For translucent shaders, use the Transparent queue (3000), and for opaque shaders, use the Geometry queue (2000).
* I think a shortcut would be to modify the 3d model. The large mesh of the model is probably causing the calculation of the front-back relationship to be incorrect, and modifying the 3d model to break it into smaller pieces will make the front-back relationship more reasonable.
* Currently, the front-back relationship is judged between the entire model and the entire particle, and for this reason, it is thought that one of the two is always drawn in front of the other, resulting in a rough rendering.
* By splitting the model, it becomes possible to make more detailed back and forth decisions.
* This problem tends to occur when the particles are spread out over a large area, so it is best to separate the particles into different particle systems of about 3 meters square to avoid this problem.
Chujo @STYLY
If I were to write a simple solution, it would be as follows.
* Set the translucent shader for translucent objects.
* For example, Unlit/Transparent for models, Particles/Standard Unlit with RenderingMode=Transparent for particles,
* For the Render Queue, you need to set it to the default setting. If you change it, the drawing order will be fundamentally changed, and the 3D engine's automatic function of drawing translucent objects in order from back to front (Z-sort) will no longer work, so it is recommended to use the default value. For translucent shaders, use the Transparent queue (3000), and for opaque shaders, use the Geometry queue (2000).
* I think a shortcut would be to modify the 3d model. The large mesh of the model is probably causing the calculation of the front-back relationship to be incorrect, and modifying the 3d model to break it into smaller pieces will make the front-back relationship more reasonable.
* Currently, the front-back relationship is judged between the entire model and the entire particle, and for this reason, it is thought that one of the two is always drawn in front of the other, resulting in a rough rendering.
* By splitting the model, it becomes possible to make more detailed back and forth decisions.
* This problem tends to occur when the particles are spread out over a large area, so it is best to separate the particles into different particle systems of about 3 meters square to avoid this problem.
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