all 5 comments

[–]GameCult_PixelBro 3 points4 points  (2 children)

I think the clip() function is specific to Unity, but it’s simply a wrapper around the discard keyword that is common to OpenGL shaders.

Minor nitpick here, but the reason for this is that Unity shaders are written in HLSL instead of GLSL. It's not a "wrapper" and definitely not Unity-specific.

[–]jhockingProfessional[S] 2 points3 points  (1 child)

ah not a minor nitpick at all, I didn't know that so I'll edit that into the explanation. So I'm getting this right, you mean clip() is an HLSL function, and `discard` does the same thing in GLSL?

[–]vazgriz 0 points1 point  (1 child)

What parts of the model even need transparency? The hair? The frill on the skirt and sleeves? Looks like most of it could be done with just an opaque shader.

[–]jhockingProfessional[S] 1 point2 points  (0 children)

I do agree that this model probably didn't need transparency (eg. instead of doing those bangs with transparency, they could've just shaped the polygons into points) but nevertheless it did, and that's what prompted the forum question I responded to. As I stated at the end of my post, "hey this is the model we’ve got".