#You can do it a bunch of ways. The

1 messages · Page 1 of 1 (latest)

wet kindle
#

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)

indigo remnant
#

The requirements for the cutout is it needs to be opaque, it needs to write and read depth, and it needs alpha clipping

wet kindle
#

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?

indigo remnant
#

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