Fallback shader type `Hidden` becomes visible when animated material alpha changes
Gomorroth
Currently, the shader type called
Hidden
that can be specified as a fallback shader is introduced on the following page as: > Hidden // (this will hide the mesh from view if the shader is blocked, useful for things like raymarching effects.)
However, if a mesh using this shader has an animation that sets the
_Color
alpha parameter to 1
, the mesh that should have been hidden by the fallback shader becomes visible. My guess is that this happens because the
Hidden
fallback shader is actually reusing an existing shader (such as Unlit/Color
) and simply sets the color alpha to 0
in order to hide the mesh. When an animation overrides the alpha value, the mesh ends up being rendered. As a solution, I would suggest either providing a dedicated
Hidden
shader, or adding a special “hidden” flag to the existing shaders so that polygons are not rendered at all.Log In
Sayamame
I think this is partially related Canny: https://feedback.vrchat.com/bug-reports/p/1156-some-shader-properties-still-not-falling-back-correctly-when-shaders-are-hi
Tukumomi
I’ve been struggling with this issue since last year as well.
This photo shows the body’s shader, which is supposed to be Hidden, glowing white when it falls back.
(This problem occurs if you have a gimmick that dynamically changes the shader’s brightness, color, etc.)
I sincerely hope this issue will be resolved as soon as possible.