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Feature Request Alpha To Coverage (URP Shadergraph) ?

Discussion in 'Universal Render Pipeline' started by hippocoder, May 7, 2020.

  1. hippocoder

    hippocoder

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    Can't seem to get Alpha To Coverage working with URP. It's an essential feature for mobile and console VR... please advise :)

    Otherwise hair/grass looks really bad and is far more expensive given alternative approaches. Please show me where to look to enable working with this in SG/URP.
     
    GridWanderer likes this.
  2. Tim-C

    Tim-C

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    hrmm in built in this was only supported with custom shaders right? It seems like this is a feature request for shader graph right?
     
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  3. hippocoder

    hippocoder

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    I'm not sure I wasn't able to get it working, did some searches and found it seems to be either bugged or just not there. I think it's a problem for hair/vegetation shaders and a big omission for URP I think.

    Please add! :)

    (Not sure about custom but we do 90% of our work in SG where possible... can it be achieved via custom function node?)
     
  4. hippocoder

    hippocoder

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    Edited topic as you're right it seems to be not available via shader graph :(
     
  5. Tim-C

    Tim-C

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    i've messaged the shader graph team :)
     
  6. hippocoder

    hippocoder

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    Thanks a lot :)
     
  7. o1o101

    o1o101

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    I had this working in the editor but couldn’t get it working on iOS Metal.

    I don’t use Shader Graph but with Amplify You just need to manually add this into your shader code.
    “AlphaToMask On”
     
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  8. FaberVi

    FaberVi

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    Any update for shader graph?
     
  9. josefgrunig

    josefgrunig

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    Any update on this? This feature is really needed in VR rendering
     
    AugustinDarreHVR and tspk91 like this.
  10. bonickhausen

    bonickhausen

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    Hiya! Any updates regarding ATOC?
     
  11. tspk91

    tspk91

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    Any update on Alpha To Coverage?
     
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  12. Maranara

    Maranara

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    This would be crucial for VR development! Any updates?
     
    tspk91, FaberVi and pierre92nicot like this.
  13. FaberVi

    FaberVi

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    Considering the post was born in 2020... As always the unity team is extremely responsive. What should we do with technologies like nanite etc, that here we are still in 2022 asking for an ATOC shader... Quite shameful.
     
    funkyCoty likes this.
  14. wwWwwwW1

    wwWwwwW1

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    Hi, this was added to URP 14.0.2 (See CHANGELOG.md 2021-02-04).

    You can try upgrading the project (with backup) to Unity 2022.2 and all shader graphs should automatically support it.

    For custom shaders, you can refer to URP's Lit shader.
    • Add Alpha-To-Coverage mask
    • Clip fragments according to modified alpha
     
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  15. kodra_dev

    kodra_dev

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    Is it possible to use it with URP's unlit shader tho?