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# 8 20-09-2012 , 03:44 AM
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Join Date: Jun 2008
Location: Los Angeles, CA
Posts: 229
Interesting. I switched back to surface shader just to see why it was giving me the outline and found my answer here:

Apparently, unlike ALL OTHER SHADERS, the surface shader applies transparency BEFORE outColor, and anything that is non-transparent is black. Then it ADDS the outColor to the entire image, including transparent portions. This satisfactorily explains and solves a number of my issues better than the solution I gave above. Unfortunately, it also seems completely preposterous. Is it some strange attempt to save processing power? Do surface shaders in other programs, renderers, and/or game engines work like that? Or was the link mistaken, but the solution still fine?

Peter Srinivasan