Hello everyone.

The Mixed Reality Forums here are no longer being used or maintained.

There are a few other places we would like to direct you to for support, both from Microsoft and from the community.

The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.

For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.

If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.

And always feel free to hit us up on Twitter @MxdRealityDev.

Fading out an entire scene w/ Unity -- how is this typically achieved?

I'd like to gradually fade in/out all objects in my scene during transitions. They all have different materials, including a few with materials that do not have a color property that can be scaled.

I guess one way to do it would be to find all renderers in the scene and then, for each material, gradually fade out by either dimming the color toward black or manipulating the alpha channel. The latter would look better in mixed reality captures but not all materials have alpha processing enabled.

Is there some clever trick I'm unaware of?

Best Answers


  • trzytrzy ✭✭✭

    Thanks, guys. A black rectangle sounds like an easy solution but the downside is that this looks bad in mixed reality captures. Grabbing all materials in the scene and modifying them might be doable. I'm wondering whether I can clone each material, programmatically enable alpha blending and then when finished, simply restore the original material.

Sign In or Register to comment.