I have a character created by iclone character creator. i export it as fbx. it looks different in akeytsu and in unity with different rendering modes in standard shader. is it a geometry problem? i want to use fade option. i tried double sided version of standard shader. what is the best solution for this geometry? in iclone character creator. in akeytsu; in unity as cutout in unity as fade in unity as transparent
The standard shader isn't a terribly good shading model for hair, there are a couple of assets on the store that are likely going to be better options. But if you want you can use the shader I posted here that tries to work around the issues with the base standard shader and transparency sorting: http://forum.unity3d.com/threads/st...-sided-is-very-shiny-on-the-underside.393068/
thanks @bgolus . it looks better with your shader. there is still cutout effect. i am not sure if hair shaders on the asset store can solve transparency sorting problem.
Yep. My shader does it's best to try and hide the cutoff, but it's still using alpha test for proper transparency sorting. I don't believe any of the hair shader assets will, no. The transparency sorting problem is a "this is how real time transparency works" thing. I wrote some stuff about it here: https://forum.unity3d.com/threads/render-mode-transparent-doesnt-work-see-video.357853/#post-2315934 Since I wrote that post there have been several OIT (order independent transparency) approximation implementations, both for pay (on the asset store) and free (usually on github, but several have threads on this forum), using the weighted blending technique. I don't know if any have any kind of decent shading model, they might all just be unlit or using a basic lambert / blinn phong shading.