#Shadergraph and TextmeshPro

1 messages · Page 1 of 1 (latest)

floral dawn
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Hello. I have a strange problem and couldnt find any help yet.

I made a custom Unlit-Shader in Shadergraph for a 3D object. Additionally, I m using text-objects using TextMeshPro in a world space canvas.
Unfortuneately, my text disappear when I m rotating the parent object (the 3D object and my text) to the left. Maybe its because the z-value of my text is lower than my 3D object. I tried sorting groups and render queues, but those only make the entire text overlap other objects. This problem doesnt appear, when I m using another standard material, so it must be a problem with Shadergraph. Any ideas what could cause this issue?

floral dawn
floral dawn
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This also happens only when using surface type "transparent" with blending mode "alpha"

river oak
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Make sure your card shader there is opaque and not transparent

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Oh you're using a canvas. You're using world canvas and you're using tmp UI text component right? Quality of the video a little low

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Ok yeah you've got a quad not part of the canvas but text that is... why not just do it all on the canvas then?

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Ah, right the holographic shader you got going. Shader graph does provide an option for canvas shaders, but ignoring that the easiest way to fix this (assuming you do want a 3D card) is to make the card shader opaque.

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The thing with the render queue is that if you are moving them around in 3D space it'll create more problems when say moving them around in your hand or stacking them as you're forcing specific components to render on top.

floral dawn
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using opaque somehow fixed it for now.

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Does it matter if the quad is part of the canvas?

river oak
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It should help reduce the z-fighting from the transparent sorting.

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against its own elements and other transparent objects on the scene

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assuming you want to keep the whole thing transparent