Transparent Shader Family
The Transparent shaders are used for fully- or semi-transparent objects. Using the alpha channel of the Base texture, you can determine areas of the object which can be more or less transparent than others. This can create a great effect for glass, HUD interfaces, or sci-fi effects.
Transparent Vertex-Lit
Assets needed:
- One Base texture with alpha channel for Transparency Map
Transparent Diffuse
Assets needed:
- One Base texture with alpha channel for Transparency Map
Transparent Specular
Assets needed:
- One Base texture with alpha channel for combined Transparency Map/Specular Map
Note: One limitation of this shader is that the Base texture's alpha channel doubles as a Specular Map for the Specular shaders in this family.
Transparent Normal mapped
Assets needed:
- One Base texture with alpha channel for Transparency Map
- One Normal map normal map, no alpha channel required
Transparent Normal mapped Specular
Assets needed:
- One Base texture with alpha channel for combined Transparency Map/Specular Map
- One Normal map normal map, no alpha channel required
Note: One limitation of this shader is that the Base texture's alpha channel doubles as a Specular Map for the Specular shaders in this family.
Transparent Parallax
Assets needed:
- One Base texture with alpha channel for Transparency Map
- One Normal map normal map with alpha channel for Parallax Depth
Transparent Parallax Specular
Assets needed:
- One Base texture with alpha channel for combined Transparency Map/Specular Map
- One Normal map normal map with alpha channel for Parallax Depth
Note: One limitation of this shader is that the Base texture's alpha channel doubles as a Specular Map for the Specular shaders in this family.
Page last updated: 2010-07-13