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Color correction curves with depth not working
Hi!
I'm trying to use the colorcorrectioncurves image effect. In the normal versión, it works fine, but when I add depth, everything works fine BUT the objects with the spine shader (I'm using Spine/Skeleton). It's not detecting the propper depth of the object. If I put anything with other shader behind them, Unity detects the depth of the object behind, and draws the object with the Spine shader as if it were at this distance.
Should I use other shader? is there anything I can do to correct this shader?
sat here for 10 mins reading this post before I realised it was unity
Sorry ^^" I'm new in the forum, I saw some post barely related with my issue, and posted mine in the same subforum, but now I think that I might should have posted it in the "Runtimes" subforum maybe...
But yes, it is an issue with the shader Spine/skeleton using it in Unity with the colorcorrectioncurves post processing effect.
@NinjaCodeStudio.
That's just how alpha blended sprites work. They don't write to the depth buffer because there's no agreed upon logic for handling the semitransparent pixels on its edges.
Instead, 2D sprites usually use draw order to determine depth, and of the whole sprite and not individual fragments/pixels.
Could you test if the same thing doesn't happen with Unity SpriteRenderers and Shuriken particle systems?
If you really want this, you'll need to change the shader a bit. You could probably have a shader that writes to the depth buffer only when alpha is 1 and not when it's any lower. But this WILL result in jagged/pixelly artifacts.
PS
Welcome. Please do remember to always mention what runtime you are using. It helps everyone. :yes:
Please do remember to always mention what runtime you are using. It helps everyone.
One of us...
Mitch a écritOne of us...
what?