#Render Target Alpha Channel
1 messages · Page 1 of 1 (latest)
It just means that there was nothing in the render target before that point.🤷♂️
I'd have a look in the frame debugger.
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?
its actually opaque shader, so I'm sure its (0,0,0,1)
btw, changed from Solid Color to Depth Only, the opaque unrendered part is transparent now. But the black part is still transparent
Did you have a look at the frame debugger yet?
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.
Oh I forgot to add depth buffer to the rendertexture, so the depth buffer problem is solved
Oh seems to find one of the cause, I need to enable fxaa keep alpha flag.
But now alpha cutoff materials are not rendering