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Question by Roberty · Dec 13, 2016 at 03:43 PM · renderingspritesmeshes

Render mesh between sprites using sorting layers

Hello!

My isometric game consists mostly of sprites which are all on the X-Z plane, all sorted by sortingOrder.

Now I want to render an 3D object between those sprites, and assign that mesh an rendering order so it renders before and behind some sprites. Example:

alt text

For that I have an script that exposes the sorting layer and sorting order of meshes.

Now there are 2 ways, but each have a dealbreaking problem:

a) I set the Material to Unlit->Transparent, which makes me able to change the sortingOrder, but the mesh itself "draws behind itself" as can be seen here -> alt text

b) I set the Material to Unlit->Texture, which renders it correctly, however changing the sortingOrder has no effect anymore and it gets rendered depending if it's in front or behind the sprites in World Position as can be seen here -> https://gyazo.com/33a7f6661c6e2499b164d9c42b3a1268

I need the mesh and texture to render correctly, but then get correctly sorted in the SortingLayers. And I'm really running into a wall here, because I don't know enough of the renderpipeline to find a solution.

b5cd489c4d128bc637c9620d0b2b16e7.png (67.3 kB)
aaacf08e1543f57bb2869af75d8571e0.png (58.4 kB)
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avatar image hexagonius · Dec 13, 2016 at 09:09 PM 0
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you can copy the shader and disable z write

avatar image Roberty hexagonius · Dec 14, 2016 at 12:28 AM 0
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Which shader? I've tried a mixture of ZWrite and ZTest on and off and all are giving similar outcomes like A or B.

avatar image Dai366 · Jan 11, 2017 at 05:47 PM 0
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I have the same problem. Did you find a way to achieve this ? An alternative could be to render the mesh in a RenderTexture then applying it to a sorting-ordered quad. But getting transparency on RenderTextures seems to be tricky.

avatar image Roberty Dai366 · Jan 11, 2017 at 05:49 PM 0
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Sadly, no, I didn't find any solutions. Everything that was available on the net did not satisfy the requirements I needed. I ended up scrapping the idea and using something else.

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