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Does Standard (Specular setup) shader render in blended pass?

Discussion in 'General Graphics' started by HowPrice, Apr 14, 2016.

  1. HowPrice

    HowPrice

    Joined:
    Jan 22, 2016
    Posts:
    36
    I've been analysing a scene with the Intel Sysyem Analyzer Heads Up Display and I've noticed that if I turn off alpha blending using the HUD's option then all of the geometry that uses the Standard (Specular setup) shader changes to solid white when the camera is close to them. This implies that this shader uses alpha blending, but the Rendering Mode in the Inspector is set to Opaque. I thought this shader would participate in the gbuffer and lighting phases, but not in the alpha blended phase. Does anyone know what is happening here?
     
  2. jvo3dc

    jvo3dc

    Joined:
    Oct 11, 2013
    Posts:
    1,520
    Why does it imply that?
     
  3. HowPrice

    HowPrice

    Joined:
    Jan 22, 2016
    Posts:
    36
    I was wrong - it's not the shader that is using blending.

    I found the cause of the problem: We have Projectors attached to our vehicles to produce "blob shadows". I think that when the projector frustum intersects a sub-mesh it is causing it to be re-rendered in the Transparent pass so that the shadowing can be blended into the image.