Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
In Unity to get transparency with the standard shader, you need to set the Rendering Mode (right above where you assign materials) for the shader to Fade or Transparent. Fade typically yields better results, but you can experiment to see which one works better for your situation.
However, as for transfering this to Unity, because the way unity works with transparency in its rendering modes, its preferable to use multiple materials for the mesh. Even if you have variable opacity painted into the mesh, using a fade/transparent rendering mode for Opaque style materials tends to produce bad results. As such, it is best if the transparent parts are assigned a different material than the standard parts of the mesh. The standard mesh parts use the Opaque renderer setting while the transparent parts use the Fade or Transparent renderer setting.
Thus, if you are making a mesh partially transparent, you will need to either get a double sided shader, or take into account how to deal with this transparent mesh part. In the case of the cube for example, you could create a thick mesh or copy all parts of the cube, duplicate, and then reverse the normals of the duplicated section to get a transparent cube that works as you want. This would then result in the desired appearance when looking through the transparent face of the cube, rendering the other inside faces.
Thanks for your help! because I always wonder if i can just use one material for a whole car model, because car has a lot of glass like window, car light glass and etc. I tried it once with one texture on the glass jar with sticker on the glass, when i switch the unity render setting to fade or transparent, the result is not how i imagine it would be, the sticker also become transparent, so i end up separating the sticker and the jar.