#ShaderGraph Render Layering Issue?
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my only thought is its related to my subgraph that makes the alpha 0 if vertex position is outside a range.
The particle system material is using the following shader, that also implements the above sub shader graph. Here is the Graph settings:
here is the shadergraph i'm using for the material on the particle system.
best guess is it has something to do with this. But, i'd hate to have to manually set the renderer order for everything, because i've found that it doesn't always respect depth.
Is the floor also using a transparent shader? It's difficult to sort multiple transparent objects as they don't write to the depth buffer - it'll just sort based on whichever object origin is closest to camera
Ideally the floor would use an opaque shader which would avoid this.
If you don't need partial transparency in the particle effect, could also keep it opaque but use alpha clipping to discard fragments where the alpha is below a certain threshold
Does builtin renderpipeline work the same way? because I didn't see this issue there using standard shaders?
Hmm should do yes
the floor surface type is indeed transparent. because thats what i thought i needed to set the vertex alpha to 0, but you said I can use alpha clipping instead?
Yes, you can keep it opaque but discard certain fragments with alpha clipping
cool. i'll give that a shot. thanks for your insight
so i changed surface type to opaque, but was surprised to see the alpha node from fragment didn't go away. But, i set my subgraph to set the alpha clip now.
oh, i set it opaque, keep it attached to alpha, but enable alpha clipping...that seems to work