Hi all,
Is there any way to see interactive transparency using sprite shader?
I've been using a constant shader to map a image with alpha onto a grid and give a bit of transparency value
to see the image clipped by the alpha in the viewport, but I just found today that
this method screws alpha channel when you render.
For instance, I have a solid object (let's say a cylinder that have a sky texture) behind this grid with transparency (like cloud), and when you render, I expect to see a solid white
alpha channel, but what happens is you see a dark outline of the alpha channel that is clipping this grid.
This doesn't happen using a sprite, but I lose interactive transparency.
Does anyone know any work around?
thanks!
Susumu
Susumu Yukuhiro
Whiskytree Inc