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Shader using additional blending conflicts with alphaed geometry (webGL)
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[quote][b]csp-games[/b] wrote: Thank you guys, appreciate it. ZWriteEnable off gives a weird effect, in which all alpha geometry, the grass and leaves, are in front of the shaded object, which is a mesh attached to the camera, like a filter, so it looks as if the terrain has a shader, but also everything else, except for alpha material meshes. Interesting, but something completely diffrent. The doc doesn't say much about the modes: base material type: usually 0 for the solid material. (2 for lightmap, 12 for additive transparency). So I tried them, 0 and 2 are solid when used with one texture, 12 is additive, just with the problem described initially. I then tried lots of numbers and found: the blendmode is solid below 30, except for 12. It is additive above 29, showing that it could blend correctly with the grass in place, but now the shader is not doing anything anymore (no animation). I keep on hacking...[/quote]
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