Hi everyone. I have been using a depth mask shader (like [this one][1]) for a while now, but now I am wondering if it is possible to render a transparent object under it, since the depth mask uses the render queue to determine what is masked and what isn't. Since the Transparent queue is under the mask, it gets masked out and never renders. Is it possible to render a transparent object on a higher depth of the render queue? Is it possible there's another solution to this problem? Thanks for your help!!
(For example, I have been using the depth mask to render randomly-placed openings in an otherwise solid wall mesh. Now I want to render something transparent outside that opening.)
[1]: http://wiki.unity3d.com/index.php?title=DepthMask
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