I seem tobe having some issues with the order its drawning or something like that.
Im using vertex colors.
If I set the alpha of the bottom vertices to 1 again I still get that draw issue on the top of the pillars.
If I set the queue to opaque it renders correctly, however the alpha renders as white (which would be expected as no transparencies in opaque queue)
Shader "Custom/VertexColors2" {
Properties {
_Color ("Color", Color) = (0,0,0,0)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_GridTex ("Grid Texture", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
CGPROGRAM
#pragma surface surf Standard alpha
#pragma target 3.5
sampler2D _MainTex;
sampler2D _GridTex;
struct Input {
float2 uv_MainTex;
float4 color : COLOR;
float3 worldPos;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
float2 gridUV = IN.worldPos.xz;
gridUV.x *= 1 / (4 * 8.66025404);
gridUV.y *= 1 / (2 * 15.0);
fixed4 grid = tex2D(_GridTex, gridUV);
o.Albedo = c.rgb * IN.color * grid;
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = IN.color.a;
}
ENDCG
}
FallBack "Standard"
}
I ended up adding a pass before the cg starts and it seem to be doing what I want it to do, still needs a little more tweaking though.