#VFX behind refractive material renders incorrectly as black and glitchy

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mellow haven
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I have a vfx graph effect that draws opaque meshes. When viewed through a refractive material, the particles are rendered incorrectly. Any ideas as to why this might be happening? I'm on Windows using Direct3D 12

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This is the vfx graph output settings

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The issue is fixed if I change the vfx graph shader to be transparent. Not sure why, and I do want them to be opaque

narrow harbor
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Huh that seems backwards. I'd expect you're using the opaque scene color node which shouldnt work with transparents

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I would try just doing a simple screen position + scene color and see if you can draw above it