hm
- last time I did it with a realtime shader - that works
pretty well.
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?