Hey thanks for that, adjusting the render order isn't working for me in this case sadly as they are all the one object. I did find a shader code solution that I feel could work but it requires multi passes. Do you think something like this might work (and be possible in Amplify Shader)?
I know transparency is a bit of a tricky area to manage sometimes but I was wondering if anyone knows a way to stop these transparent objects from overlapping? I have a few simple items like this in a UI and I'd love to be able to jut fade them on and off without that. I'm sure I've ...
http://www.acegikmo.com/shaderforge/images/web/maininputs/main_input_lightwrapping.gif I used to use light wrap a bit in shaders I made in shader forge it was kinda handy to soften things out a bit (for skin and that type of thing). Just wondering if something like that is possible in ...
In the new Unity Shader graph they had this nice feature where the shader file name matches the shader name. Just thought it might be cool to have the option to keep them in sync in Amplify Shader Editor?
Hiya, no it doesn't change the code at all it just resets any changes you have made on the inspector of the material and it only happens when you are editing in material mode. I found a nice fix though and that was to set the queue directly in the shader so it kinda locks it in. http://www ...
I've been exploring stencil buffers a bit and i noticed something that was tripping me up a bit. It seems that if you make any changes to the render queue, they get reset when you modify that shader in Amplify. http://www.peterleary.com/ForumFiles/Screen%20Shot%202018-06-30%20at%2011.28 ...