#My next thought is to export the rain

1 messages · Page 1 of 1 (latest)

zinc nexus
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How are you rendering them, sprite renderer component?

surreal breach
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Here's background, midground, and foreground. Midground and foreground are the two layers with the rain

zinc nexus
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So far I haven't spotted anything off

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Of the initial two screenshots, I assume the first left one was from Game window in Unity, and the next one was presumably from some external image editor?

surreal breach
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That's correct, yeah

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I've spent a few hours now looking over different possibilities, rendering settings, adjustments and anything else I came across. The onlny thing that provided a slightly different visual was using trilinear and bilinear filter modes, however doing this provided other weird artifacts that I wasn't expecting to see.

zinc nexus
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It would be different but I don't see how that'd help

surreal breach
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My thoughts exactly, and the results agree.

This was kind of last resort before exporting everything separating and manually dealing with it, just a terrible thing to need to do for something like this

zinc nexus
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Separating what?

surreal breach
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The rain particles out of the existing backgrounds and making another layer. It was intended to be together

zinc nexus
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Are the raindrops "in" the background image in some fashion that they need to be taken "out" of it?

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If you want to blend them, I would expect you want them as separate to begin with

surreal breach
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Yes, they're all drawn together, I mean like it's the rain on the related sprite.

It actually hits the objects and splashes a bit so in this situation it made sense to just put them into the same animation

zinc nexus
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Perhaps I understand the setup now, but I don't see a reason why it'd be any issue

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Assuming you did export that image with semi-transparency intact

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I could verify it on my end if you send the specific image that's found in Unity's side of the assets

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But other than that I'd try to confirm that semi-transparent sprites from other sources do blend as we expect them to, I use these two for testing

surreal breach
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Yeah, as far as I can tell it is, like even in unity you can slightly make out the layer below so it's like almost rendering at like 95% opacity or someothing

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When you mean unity side, like the asset and meta file?

zinc nexus
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Just the png file with the rain that you imported into Unity

surreal breach
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Both of these have the rain

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heres the background if it helps

zinc nexus
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They are definitely fine

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Easier if there was some obvious flaw!

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I'd try slapping my test images as sprites into the scene to see if their alpha seems to disappear as well
Or if the blending is otherwise weird

surreal breach
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Right, so I'm definitely stuck for solving it, and maybe it's just a bug with Unity, I'm not sure.

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Well thank you for trying, if you think of anything else that might be worth checking, just tag me 🙌

zinc nexus
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Stuck is a relative term, but for now our tires are just kicking up mud
This part of Unity is so basic it bugging out is almost unheard of, which is why I'd be regressing to more basic tests and sanity checks such as with the test sprites to see how they blend

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There's a possibility that the weird nonexistent blending we see is a consequence of Unity using linear color space while also maybe doing weird stuff with premultiplication

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But I wouldn't expect a result quite like this

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Even if there's no clues pointing to anything else at all

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A stab in the dark but I might try with sprite unlit material instead of sprite lit

surreal breach
zinc nexus
surreal breach
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I don't see anything you sent

zinc nexus
surreal breach
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Oh missed that, I'll check those too

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These appear to look fine as far as I can tell, so does that still seem to point to the assets themselves? I just literally dragged them into my project and right into the hierarchy.

zinc nexus
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I guess it does point to them

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Not sure at what stage the problem could've occurred

surreal breach
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I don't really know either, I mean importing them into another program has them render correctly. The only thing I change from default unity is no compression and filter mode set to point, otherwise a normal import.

zinc nexus
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You can change the test sprites to that too, even if it should have no effect

surreal breach
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they don't appear to have changed at all doing that, so yeah not that either

zinc nexus
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Could also try just importing the sprites with the rain again

surreal breach
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Animators don't cause any weird color changes that I know of.

I've actually done it a few times before anything else in case that was an issue, but the new project still had the same result too, so not sure that would be it

zinc nexus
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Animators override component properties
So it can overwrite sprite color including alpha, but it shouldn't be doing that and that should have no "weird" results either

surreal breach
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My animation is pretty basic too, just swapping the sprite, I checked that color wasn't being overridden incidentally, and it doesn't appear to be

zinc nexus
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Big mystery
I'd try importing it again, maybe as a copy, then just dragging it into scene to see if the raindrops are transparent or not

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Maybe even make a test image with just the raindrops, or their respective color and alpha values

surreal breach
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Yeah just imported the whole thing fresh from the external files too, same result.

Yeah, that was next plan, honestly just going to export it as separate images and that way I can adjust the alpha directly if it ends up being like that again. I'll have a bit of extra work to keep things organized

zinc nexus
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Hmm I guess that has to work even if the alpha is wrong, since you can control the sprite renderer alpha

surreal breach
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Yeah, that is my thought too, it's literally just the rain, so strange that everything else is fine. Again, thanks for being thorough, guess it's just a weird lost cause