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How can I have a material that is both transparent and reflective?

Discussion in 'General Graphics' started by ericlagel, Jan 9, 2015.

  1. ericlagel

    ericlagel

    Joined:
    Dec 1, 2012
    Posts:
    5
    I am simply trying to recreate a soap bubble, and I need my sphere to both be transparent and reflect a cubemap.

    Can't find an obvious way to do this. Has anyone any lead?
     
  2. Nanako

    Nanako

    Joined:
    Sep 24, 2014
    Posts:
    1,047
    it seems that the alpha channel is used to define reflectiveness (reflectivity?) so there's a bit of a conflict of interest there.

    however, the same thing also happens with the transparent specular shader: http://docs.unity3d.com/Manual/shader-TransCutSpecular.html
    The alpha channel is repurposed there for both the specularity and transparency.

    maybe the same applies in your desired case? probably not.though.

    Failing that, wait for unity 5 i guess, that's overhauling light and shaders a lot.
     
  3. ericlagel

    ericlagel

    Joined:
    Dec 1, 2012
    Posts:
    5
    Well, going through the store, I've found that some achieve this with special shaders... but I am not buying a 100 Euro Marmoset pack to figure it out though.

    I can wait for Unity 5 I guess...
     
  4. Nanako

    Nanako

    Joined:
    Sep 24, 2014
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    1,047
    OIh wow, that is a good point actually.

    Shaders are just code. You can write your own, if you know how. Sadly it's beyond my expertise personally, but if you don't want to buy one, or wait, then trying to write it yourself would be a good idea
     
    ericlagel likes this.