How to render some objects in diffrent order?
Hello! I have a scene with few objects, like this: ![alt text][1] Red one is far object, blue near and green is the middle one. I want it to look like this: ![alt text][2] [1]:...
View ArticleRendering object as background.
Hey i've created some objects i'd like to appear in the background at all times even if they are closer to the camera than other objects. Is there a way to do this? ![alt text][1] [1]:...
View ArticleRender 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...
View ArticleRender 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...
View ArticleShader 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***...
View ArticleHow 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...
View ArticleWater4 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...
View ArticleOrder 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...
View ArticleRendering 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
View ArticleWhy does changing a shader's Render Queue affect the pivot point of transform...
I have been messing around with skewing vertex and uv map coordinates in a shader. I acheived the effect that I wanted but when I change the render queue from Transparent to AlphaTest It's as if the...
View ArticleTransparent 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
View ArticleTransparent 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...
View ArticleProblem 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...
View ArticleAlways 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...
View ArticleObjects 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...
View ArticleRender 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),...
View ArticleRender 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...
View ArticleUnity 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,...
View ArticleOutline shader: should be seen through some object but not when other object...
Hi, I've written a simple shader to draw an outline around objects and that outline must be seen through some objects and not some others. The blocking object have a higher render queue than the shader...
View ArticleRendering objects on top of eachother
Hello all, _ I've found two different approaches to rendering objects on top of each other to avoid the 'render glitch' when one or more objects are on the same location. These approaches are camera...
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