![]() Issue doesn't occur when all other Forge mods are present and without Optifine. Does the issue still happen with only the remaining mods installed?.Unsure which of the two is the primary causer. This issue is caused when Forge is paired with Optifine. Have you tried using a binary search to find which mods cause this issue?.Does this happen in OptiFine standalone?.Issue doesn't occur when playing in a Forge installation and without Optifine. Does this happen without any mods at all?.Does this happen without other mods installed?.Does this happen in Vanilla without OptiFine?.Inapplicable as issue persists without presence of other mods. Forge Versionġ.17.1-forge-37.0.103 Other Installed Mods jar into "mods" folder, separately extracted mod using installer, and installed new Optifine profile via installer. Tried different methods: Plopped installer. Make sure Optifine H1 pre8 is in the "mods" folderġ.17.1-Optifine_HD_U_H1_pre8 Installation Method.Also doesn't occur with past Optifine previews and versions. Issue doesn't occur when H1 pre8 isn't present. Or, I think multiplying the vertex alpha with emission would have the same effect as trying to put it into opacity, with Additive blending.Block particles from breaking blocks no longer appear when Optifine H1 pre8 is used as a mod with Forge. Alpha does not matter in additive blending.Įdit again: The only way I can get it to fade away is to use RGB and turn it black over time. I must have done something wrong on my part, because now I have the same issue as you. I don’t understand why you need to use the vertex RGB for the vertex alpha to work…?Īnd for Additive (Premultiplied) / Blend-add, you need to multiply the vertex alpha into emission as well, if you want to be able to fade it away completely.ĮDIT: I am sorry. This is when I’m doing the additive blending. I only change alpha over time, but I still need to multiply the RGB into emission for some reason. It made me confused at first, and I thought why is it not working for you? I tried it myself, and apparently I have to multiply my vertex RGB into my emission, otherwise it won’t fade away when I turn turn the alpha to 0/black in the particle system. It’s an annoying trade-off and I hope the SF Creator gets around to adding Additive Opacity like the default package. Otherwise, I’m stuck with static textures (but I do get additive w/ opacity in default Unity). This is the only way I can get a texture with special shader (panning/tiling/warping) and get it close to additive. It sorta looks Additive, but doesn’t act that way. So far I’ve been using Alpha Blended with a multiplication of (3/6/12) in the Emissive to brighten the Alpha Blended texture. It could work for very quick things such as glints/lightning but that’s about it (afaik). Using an alpha gradient will simply tell the values to go from alpha to additive before abruptly disappearing. ![]() Additive blocks opacity in ShaderForge.Īlpha Blended (Pre-multiplied “Blend-Add”) treats Alpha as “What is alpha and what is additive” so things still pop in and out. Opacity cannot be enabled nor does it allow the material to be faded. Here’s one thing I’ve noticed about Additive/Blend-Add in Unity.
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