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Rendering order issue for 3D models in 2.5D game

Hello, I'm trying to render my objects in proper order but it's still not working properly. I've tried many possible solutions found there (multiple cameras with different depths, render queues,...

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Render Queue not working / Depth buffer

Hi! Was wondering if anyone could help me with Shader Render Queues. I've been doing alot of testing and reading but I can't seem to make it have any effect on any objects and geometries I've made at...

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Render mesh in front of another mesh but not in general

Hey there, I was wondering if it is possible to let a mesh appear to be in front of another mesh even though it is behind it world space. I need it for an optical illusion. I figured there is a Option...

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Shader render queue and effects on batching?

Hi, I am just curious if anyone can provide me with a short explanation why the "queue" property of a shader has an impact on the static batching calls of my objects. Visual results are ***exactly***...

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How can I change a shader's render type and render queue?

Hello, I have been learning about shaders and have begun to write my own. However I have run into a big problem that I have been unable to resolve. Changing the RenderType in the Tags{} or the value...

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Water4 with orthographic camera

I am currently using the Water4advanced prefab for a project. It looks beautiful with a perspective camera but I need to switch to orthographic projection. Unfortunately the water gets ugly and without...

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Order dependent transparency, shaders (planet atmosphere rendering)

Hello. I'm attempting to achieve an atmosphere effect on a planet (simple sphere primative) by a billboard / quad with an RGBA blended texture displayed in front of the sphere. To get the best sizing...

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NGUI Behind GameObject

I would like to render some NGUI sprites behind certain game objects. Changing the render queue on my Atlas's shader does not seem to have any effect. Is there somewhere else I should be looking? Any...

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Rendering before geometry (transparent) but after sky?

So i want to have a normal transparent (particle additive shader) but i want to be able to see the sky 100% thru it , but make everything else affected by it

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Why did changing my shader's Render Queue affect the pivot point of my sprites?

I have been messing around with skewing vertex and uv map coordinates in a shader. I acheived the effect that I wanted but once I changed my render queue from Transparent to AlphaTest the pivot point...

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Transparent shader that doesnt render in front of skybox but does in other

Arrow points at what i want to achieve ![alt text][1] [1]: /storage/temp/87970-scr3.png

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Transparent water shader and problems with render queue

Hi there, I wrote my own water shader and everything works fine in the scene view, but in the game view some objects with that shader are getting squashed together and render at a wrong position: ![alt...

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Problem with rendering?

Hello, I have one problem. I have serveral objects on my scene, which I combine to one bigger mesh. When they're not combined, everything is OK, but when I combine them, something is going wrong in...

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Always render object behind everything (not multiple cameras)

Hello, I am working on a day/night cycle that has a rotating sphere of clouds, stars and a moon. To render those in the back, I am using a second camera rendering only those objects. Unfortunatly, that...

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Objects are hidden behind the skybox

I have some unlit transparent objects I want to be displayed int the background, like they are part of the skybox. What I attempted to do is simply se the render queue for these object to 0; if I use a...

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Render Queue is missing for Standard Shader in Unity 2017

Unity 5.6 had Render Queue field for materials based on Standard Shader. But new Unity 2017.1 has no such field. Also I've found a comment in StandardShaderGUI.cs (from builtin_shaders-2017.1.0f3.zip),...

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Render Queues and atmospheres

I have a sphere (which is a planet) and a dome (which is the atmosphere). The dome is always facing the sun and covers just over half of the planet. I was trying to change the render queue to render...

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Unity System Fog Access

So I've run into the classic post-effects fog problem of having non z-buffer objects draw on top of my fog (transparent objects, particles) ![Example][1] The Ball in the middle is a transparent object,...

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Artifacts on depth masked objects in some android devices

Hi. I'm using the depth mask shader and material from http://wiki.unity3d.com/index.php?title=DepthMask to create a portal-like effect. It renders correctly on PC, ios and some android devices....

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Control render order of geometry besides queues

I'm writing a voxel-renderer for particles in Unity, and the rendering flow is as follows: i) Draw opaque scene ii) Fill voxels (3D textures) by using PS or CS iii) Render voxels as cubes, and ray...

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