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[unity beta 20] alpha testing vs. alpha blending results in different light culling (bug?)

Discussion in 'Unity 5 Pre-order Beta' started by larsbertram1, Jan 23, 2015.

  1. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,414
    hi there,
    i have just been comparing alpha testing vs alpha blending and stepped across a pretty weird phenomenon:
    spot lights are culled differently – depending on if you use alpha blending or alpha testing (both in deferred and forward rendering – tested on beta 20, os x).

    as you can see in the images attached using alpha blending (transparent) adds some green lighting from a spot light pretty far away (which – however – might contribute a tiny little bit to the lighting) whereas alpha testing and opaque do not.

    so i wonder if anybody can confirm this and if it is a rendering bug.

    thanks,
    lars

    standard shader using "cutout"
    Bildschirmfoto 2015-01-23 um 01.17.51.png


    standard shader using "transparent"
    Bildschirmfoto 2015-01-23 um 01.18.07.png

    standard shader using "opaque"
    Bildschirmfoto 2015-01-23 um 01.23.16.png
     
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