Open afauch opened 6 years ago
A couple of things I'm noticing @rckmnt
My attempt to repro (no glow-y issue) Before
After
Some shots in the dark:
Hypothesis 1
This has to do with your project-level lighting / quality settings (Edit > Project Settings > Quality
). Maybe shading the "Fade" render mode isn't being respected by the quality settings under your current build target platform.
Hypothesis 2
This issue has to do with Forward/Deferred Rendering, and the differences are caused when a material is swapped from "Opaque" to "Fade" rendering mode without Forward Rendering turned on. I don't know much about this - just started reading about it here. What you're seeing seems similar to what happens when Color Buffer
is active without including Depth Buffer
and Normal Buffer.
Haven't read this but may also be relevant: http://polycount.com/discussion/158129/unity-5-standard-shader-transparent-issue-see-2min-vid
Related, but not a solution: Unity docs on Transparent vs Fade render modes https://docs.unity3d.com/Manual/StandardShaderMaterialParameterRenderingMode.html
Logging my attempts to repro:
Specular Highlights
and Reflections
did not repro.Smoothness=0
did not repro.Removing Skybox
did not repro.Quality Settings
to Very Low did not repro.Hypothesis 1 disproved.
Found by @rckmnt
Using method
gameObject.SetColor("#FF0000", 0.8f);
Material Before Transition
Material After Transition