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Asked By | Alack Sunrider |
Hey there. I’m making a 3D game, and I need to make a slice shader (example).
I don’t need it to be solid where the slice happened, but it would be nice. The way I’m trying to do it is using a shader material for the mesh I want to slice. If the fragment world position is inside the area culled, ALPHA = 0.
. That brings two problems, though:
- Apparently, setting the ALPHA for any fragment in the object makes it transparent
- I can’t get the world coordinates for the fragments in the mesh itself
If I follow this tutorial, I get the wold coordinates for the fragments behind the mesh.
Any ideas on how I can get it to work?
Edit: I solved the alpha problem. Just had to set the flag depth_draw_always
. Still can’t get the position, though
Edit2: For anyone else who needs help getting the world coordinates, someone on reddit gave me the answer