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Transparency of foreground pixels ignored by 3D objects #352
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@SamsamTS, Tsuna mentioned that you might know some things about this? This has been itching me since I began working on the mod. |
Hey @snouz Tsuna brought me here. I don't have direct experience with Unity shaders but I might try to help you on the general concept. But before doing that, would you be so kind pointing me where can I find the shader code ( if any around ) and where the shader logic is applied for those specific cases? Thanks :) |
@julianxhokaxhiu There is this https://github.com/Albeoris/Memoria/tree/main/Memoria.Patcher/StreamingAssets/Shaders |
The shaders used for field objects are mainly:
Also, it might help to look at my C# code in FieldCreatorScene because it's a relatively compact class that handles the rendering of the fields, with much fewer subtleties than the usual in-game machinery. |
Thanks a lot for the comments. I'll try to run some investigations here and I'll let you know my findings :) Is this a core issue or happening only with Memoria installed? If the latter, which version can I use to test? latest is good? Also can you please provide a save game where I can repro the scene above? |
Thanks for looking at this! I don't know much about the issue, only that the result of my work is greatly reduced by this limitation. whether I leave grey alpha or limit myself to 2 colors, it will look like shit at the limit with models. |
Thanks a lot @snouz I'll investigate and come back to you |
So I did try to start looking into this, thank you very much for the save game. Have you got experience using RenderDoc on top of FF9? I did try and so far I'm not able to make it work, it seems to not detected the rendering API somehow. I wanted to start from there as it's amazing way to look at what the GPU is doing. I did try with the vanilla installation, but let me know. I'll try also with Memoria just in case, but this is where I am so far. I'll keep you posted. |
Fix by EricHu33 Co-Authored-By: EricHu <13420668+erichu33@users.noreply.github.com>
Background alpha is working correctly between background layers (so I can have soft edges between foreground and scrolling sky for example) but if a layer is on top of a 3D object, it will appear as alpha 1 or 0, never in between.
In the same way anti-aliasing turned out to be an easy feature, maybe this is fixable as well?
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