unity / blender / FBX / semi transparent

匿名 (未验证) 提交于 2019-12-03 01:39:01

问题:

Im getting a strange issue with importing .FBX into unity. It does not look like it's an issue with normals. I have noticed on unity the material is classed as 'transparent' and changing this to 'opaque' does fix the issue but i would like to find out whats going on here.

Unity: 2018.3.3f1

Blender: 2.80.0

回答1:

I've just run into a similar issue. I've not figured out why it's happening yet, but there seems to be a bug report out. Will update if I find out what's causing it.

Update 2019-02-13:

Haven't found the exact underlying cause but I've had a few minutes to test out a few things. It seems like blender is using the base colour's R channel as both the Red colour and an inverse Alpha channel value if the R value is anything other than 1.0 or 0, ignoring the Alpha channel completely, and keeping G and B channels as the values they should be.

Some examples:

All of the below assume a basic model (a cube, say), and no modifications to anything other than the Base Color property of the singular material applied to that model.

  • RGBA(1,1,1,1) in blender, Opaque RGBA(1,1,1,1) in Unity
  • RGBA(1,1,1,0) in blender, Opaque RGBA(1,1,1,1) in Unity
  • RGBA(0.9,1,1,1) in blender, Transparent RGBA(0.9,1,1,0.1) in Unity
  • RGBA(0.1,1,1,1) in blender, Transparent RGBA(0.1,1,1,0.9) in Unity
  • RGBA(0.1,0,0.1,1) in blender, Transparent RGBA(0.1,0,0.1,0.9) in Unity
  • RGBA(0,1,1,1) in blender, Opaque RGBA(0,1,1,1) in Unity

So, to reiterate:

  • changing Alpha has no effect on transparency for imported models.
  • R values of 0 or 1 equate to an Alpha value of 1
  • R values between 0 and 1 equate to an Alpha value of 1 - R
  • B and G values do not affect transparency

Hope this helps!



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