I'm applying a simple white/black opacity map onto the shader of some rectangular shaped particles, using ice... but for some reason roughly half of the particles are not opaque like they should be, while the other half renders fine... I'm assuming this has to do with which side of the particle is facing the camera, but if so I can't figure out how to render correctly.
The only way I can get it to work is if I use a constant shader, which I would really prefer not to use as I need some specular, so any help on how to use opacity maps with particles on standard blinn/phong ect.. shaders would be much appreciated.
