Hello all -
I'm experiencing a shading error when I have two UnlitSurface shaders using images for color and opacity. When the shaders are applied to two mesh planes, one placed in front of the other, the shader in front will render and the plane mesh will mask out and not render what is behind.
Basically - it looks like the opacity map on the shader in front is creating a 'mask'.
I've attached some images here to help explain.
Has anyone experienced this error? And how can I go about fixing this - thx!
Shader Graph Editor
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I'm using DrawableQueue to create textures that I apply to my ShaderGraphMaterial texture. My metal render is using a range of alpha values as a test.
My objects displayed with the DrawableQueue texture are working as expected, but the alpha component is not working.
Is this an issue with my DrawableQueue descriptor? My ShaderGraphMaterial? A missing setting on my scene objects? or some limitation in visionOS?
DrawableQueue descriptor
let descriptor = await TextureResource.DrawableQueue.Descriptor(
pixelFormat: .rgba8Unorm,
width: textureResource!.width,
height: textureResource!.height,
usage: [.renderTarget, .shaderRead, .shaderWrite], // Usage should match the requirements for how the texture will be used
//usage: [.renderTarget], // Usage should match the requirements for how the texture will be used
mipmapsMode: .none // Assuming no mipmaps are needed for the text texture
)
let queue = try await TextureResource.DrawableQueue(descriptor)
queue.allowsNextDrawableTimeout = true
await textureResource!.replace(withDrawables: queue)
Draw frame:
guard
let drawable = try? drawableQueue!.nextDrawable(),
let commandBuffer = commandQueue?.makeCommandBuffer()//,
//let renderPipelineState = renderPipelineState
else {
return
}
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = drawable.texture
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].storeAction = .store
renderPassDescriptor.colorAttachments[0].clearColor = clearColor
/*renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(
red: clearColor.red,
green: clearColor.green,
blue: clearColor.blue,
alpha: 0.5 )*/
renderPassDescriptor.renderTargetHeight = drawable.texture.height
renderPassDescriptor.renderTargetWidth = drawable.texture.width
guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else {
return
}
renderEncoder.pushDebugGroup("DrawNextFrameWithColor")
//renderEncoder.setRenderPipelineState(renderPipelineState)
// No need to create a render command encoder with shaders, as we are only clearing the drawable.
// Since we are just clearing the drawable to a solid color, no need to draw primitives
renderEncoder.endEncoding()
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
drawable.present()
}
Does the PBR material setup in RCP support packed RGB channels from a single image?
Does the material graph support splitting the output of RGB values on the image node for custom material setup?
I'm trying to make a material that has flecks of glitter in it. The main technique I've found to achieve this effect is to use a Voronoi diagram as a normal map, with various amounts of embellishment on top.
The shader graph editor has a Worley noise node which is related but produces the "spider web" version of a Voronoi diagram, instead of flat polygons of a consistent color. Is there a trick for converting this Worley texture into a vanilla voronoi diagram, or am I missing something else obvious? Or is what I want not currently possible?