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I created a shader material for a project with procedurally generated meshes, when I set the depth_prepass_alpha option in render_mode, the transparent parts of the displayed texture turn to black. With the others depth_ options, no problems. This depth_prepass_alpha option is what worked the best for my project when it was in 3.x versions.
I did had this problem with a project converted from 3.4, after recompiling the shaders, by creating new shaders nearly identical to ancients and assigning them to the materials I use, the problem disappears. Maybe this was just a migration problem.
Can you still reproduce this issue in Beta13? There have been a lot of fixes to transparency that may have fixed this issue. I can't test as it seems your MRP is no longer available.
Godot version
4.0.alpha4
System information
Linux
Issue description
I created a shader material for a project with procedurally generated meshes, when I set the depth_prepass_alpha option in render_mode, the transparent parts of the displayed texture turn to black. With the others depth_ options, no problems. This depth_prepass_alpha option is what worked the best for my project when it was in 3.x versions.
Test Project : https://www.udrop.com/6pov/AlphaPrepassBug4.0.zip
Steps to reproduce
Create manually a shader with a transparent texture, a leaf for example. Set the render_mode option to depth_prepass_alpha.
https://www.udrop.com/6pov/AlphaPrepassBug4.0.zip
Minimal reproduction project
https://www.udrop.com/6pov/AlphaPrepassBug4.0.zip
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