Transparency on mesh drawing over coloured pixels
For the dynamic clouds I'm making, I need a bunch of billboard quads. As this number can reach the thousands, I've put them all in one mesh and wrote an hlsl vertex shader to get the billboard effec. The problem comes in when trying to use a texture with transparency in it.
After looking online, I think this has to do with the depth pre-pass, but I couldn't find and method of resolving this. If anyone has any thoughs on how to fix this, or a better method to achieve this result, I would love your advice!
Ps. while I am currently using the default 3D pipeline and so would prefer non shaderlab or hdrp solutions, if its a fix I'll take anything at this point.
Your answer
Follow this Question
Related Questions
Switching shader back and forth fixes transparency issue? 0 Answers
Transperent Side of a Texture becomes black in Shader PBR Graph 1 Answer
How to make my custom shader transparent? 0 Answers
Custom opaque shader looks transparent 0 Answers
Make albedo transparent and keep the glossiness and reflection visible - standard shader 0 Answers