Just for clarification. Right now, does using a ShadowAtlas pass also cause all textures to have no more alpha as using a depth pre pass does? I tried implementing it and all Textures with alpha "holes" turned solid again. I was aware that the shadows itself would be solid of course but I thought that the textures itself would stay the same.
If that is the case. I will just add "shadows" to the later list since 3d "sprites" (or billboards) with alpha have priority in my project.
Really just wanna know.
Take your time, nothing in my regard is urgent in any way.
If that is the case. I will just add "shadows" to the later list since 3d "sprites" (or billboards) with alpha have priority in my project.
Really just wanna know.
Take your time, nothing in my regard is urgent in any way.


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