Transparent Queue Shader Error (Fireworks over Water)
When fireworks (in my case spawned by a command block via summon (lifetime of 2, so they explode right after start)) are rendered on top of another transparent queued surface ike water, the water becomes invisible and blocks below water surface become visible.
I encountered the queue error during my own developments with unity, writing my own shaders for double culled surfaces.
The firework particles are rendered additive against a transparent dynamic plane.
This also results in color issues (darker in some corners) while blending with the background blocks below the water surface.
It seems like the queue for the firework shader has to be moved.
Similar problems: MC-41115
Environment
Windows PC (I5 QuadCore with Nv GTX 285, 8G Ram, Xmx4G)
Created Issue:
Transparent Queue Shader Error (Fireworks over Water)
When fireworks (in my case spawned by a command block via summon command at time 15k) are rendered on top of another transparent queued surface ike water, the water becomes invisible and blocks below water surface become visible.
I encountered the queue error during my own developments with unity, writing my own shaders for double culled surfaces.
The firework particles are rendered additive against a transparent plane.
This also results in color issues (too bright) while blending with the background blocks below the water surface.Good luck
Environment
Windows PC (I5 QuadCore with Nv GTX 285, 8G Ram, Xmx4G)
When fireworks (in my case spawned by a command block via summon
command at time 15k) are rendered on top of another transparent queued surface ike water, the water becomes invisible and blocks below water surface become visible.I encountered the queue error during my own developments with unity, writing my own shaders for double culled surfaces.
The firework particles are rendered additive against a transparent plane.
This also results in color issues (too bright) while blending with the background blocks below the water surface.Good luck
When fireworks (in my case spawned by a command block via summon) are rendered on top of another transparent queued surface ike water, the water becomes invisible and blocks below water surface become visible.
I encountered the queue error during my own developments with unity, writing my own shaders for double culled surfaces.
The firework particles are rendered additive against a transparent dynamic plane.
This also results in color issues (darker in some corners) while blending with the background blocks below the water surface.Good luck
When fireworks (in my case spawned by a command block via summon (lifetime of 2, so they explode right after start)) are rendered on top of another transparent queued surface ike water, the water becomes invisible and blocks below water surface become visible.
I encountered the queue error during my own developments with unity, writing my own shaders for double culled surfaces.
The firework particles are rendered additive against a transparent dynamic plane.
This also results in color issues (darker in some corners) while blending with the background blocks below the water surface.Good luck
When fireworks (in my case spawned by a command block via summon (lifetime of 2, so they explode right after start)) are rendered on top of another transparent queued surface ike water, the water becomes invisible and blocks below water surface become visible.
I encountered the queue error during my own developments with unity, writing my own shaders for double culled surfaces.
The firework particles are rendered additive against a transparent dynamic plane.
This also results in color issues (darker in some corners) while blending with the background blocks below the water surface.Good luck
When fireworks (in my case spawned by a command block via summon (lifetime of 2, so they explode right after start)) are rendered on top of another transparent queued surface ike water, the water becomes invisible and blocks below water surface become visible.
I encountered the queue error during my own developments with unity, writing my own shaders for double culled surfaces.
The firework particles are rendered additive against a transparent dynamic plane.
This also results in color issues (darker in some corners) while blending with the background blocks below the water surface.It seems like the queue for the firework shader has to be moved.
When fireworks (in my case spawned by a command block via summon (lifetime of 2, so they explode right after start)) are rendered on top of another transparent queued surface ike water, the water becomes invisible and blocks below water surface become visible.
I encountered the queue error during my own developments with unity, writing my own shaders for double culled surfaces.
The firework particles are rendered additive against a transparent dynamic plane.
This also results in color issues (darker in some corners) while blending with the background blocks below the water surface.It seems like the queue for the firework shader has to be moved.
Similar problems:
MC-41115





daylight examples added to screenshots
Still a dupe of
MC-9553yap. thx sonic. didnt find mc-9553.
Its hard to fix that without messing up the queues.
Hail to GLSL