#You can do it a bunch of ways. The
1 messages · Page 1 of 1 (latest)
I would definitely prefer that as well, and it mostly works besides from some weird angles (which can be amplified by a vertex displace I use to curve the world ala Rad Racer). Here is a pic of what I think could be considered a cutout shader material, does it look like it removes the transparency in the way you're describing? Thanks for helping me look into this btw!
(that's a weird rock shape sprite btw)
The requirements for the cutout is it needs to be opaque, it needs to write and read depth, and it needs alpha clipping
Ah okay that makes sense. So if I meet those requirements, it should allow me to orient sprites in a 3d world, at arbitrary rotations, and have them display as if they were real "3d" flat planes?
right, transparent sorting between other transparents does not work because they do not write to depth, so you sort by pivots instead. Opaque does (if you enable writing/read depth) and is the main way you usually sort by geometry
Transparent sorting works fine in 2D because you don't really have to worry about z axis, primarily what you do is use transparent sorting queues to force sprites above or below each other.
Also, if you're doing billboarding in the shader, then you may need to just want to render a quad and use GPU instancing, otherwise stick to billboarding on the CPU side.
Not entirely sure why, but vertex manipulation can break spriterender batching