#Render Target Alpha Channel

1 messages · Page 1 of 1 (latest)

ruby hollow
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I'm trying to render camera to a render texture but somehow all black part becomes transparent instead of the unrendered area (area where no polygon rendered).
Any idea why?

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Here's the camera setting incase needed

valid rover
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black part becomes transparent instead of the unrendered area
Can you clarify if you're actually setting black(0,0,0,1) color in your shader or a transparent(0,0,0,0) color?

ruby hollow
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btw, changed from Solid Color to Depth Only, the opaque unrendered part is transparent now. But the black part is still transparent

valid rover
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Did you have a look at the frame debugger yet?

ruby hollow
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So, I frame debug it, and it seems that the rendertexture doesnt have depthbuffer? I mean, the transparent pass (Render.TransparentGeometry) seems to ignore the opaque depth (Render.OpaqueGeometry) and just drawn on top of it. That's one another problem.

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Oh I forgot to add depth buffer to the rendertexture, so the depth buffer problem is solved

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Oh seems to find one of the cause, I need to enable fxaa keep alpha flag.
But now alpha cutoff materials are not rendering