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Queue Tag Problem

Discussion in 'Shaders' started by shawn, Aug 31, 2007.

  1. shawn

    shawn

    Unity Technologies

    Joined:
    Aug 4, 2007
    Posts:
    552
    I'm working on a goo-like shader. I've modified Patrik's Velvet shader to allow for different rim and inner colours and to allow for transparency. In order to get the effect I want, I needed to turn on Blending and turn off ZWrite. Turning off ZWrite led to issues with objects behind the shader to draw on top of the object with the shader. I was hoping that the queue tags would alleviate this problem (Solid objects set to "Geometry" and my goo shader set to "Transparent"), but it doesn't seem to have any effect on the issue. It seems like I'm missing something here and I'm not quite sure what it is. Any help would be great.

     

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  2. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    The Queue tag belongs in a SubShader, not in a Pass (docs).
     
  3. shawn

    shawn

    Unity Technologies

    Joined:
    Aug 4, 2007
    Posts:
    552
    I feel like an idiot.

    Thanks for the help Aras. Much appreciated. :)
     
  4. kulmurat2001

    kulmurat2001

    Joined:
    Sep 23, 2010
    Posts:
    58
    hello. i create mirror with water effect. but when i come close to mirror it show to back side. how can i make realistic mirror?