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Question by Halleester · Nov 08, 2017 at 05:10 PM · shaderspritez-depth

Making a shader that respects Z Depth and Sprite Order?

So I've been messing around with sprites in a 3D environment, and one of the bigger problems I've been running into is making sprites function properly with semi-transparent materials using a modified sprite shader. With Z Write on, the character sprites shows properly when in front or behind a semi-transparent object, but I have multiple overlapping sprites that are ordered by their "Order in Layer" property which gets completely ignored when I turn on Z Write, meaning I get a bunch of sprites fighting over the same location. Without the z-depth, the sprites show correctly but the semi-transparent materials only appear either in front or behind the character and doesn't change based on the characters z position. It seems like there is a way to both use z position and sprite order since "Z Test Always" renders the sprites in the correct order (but shows the sprites in front of the meshes then), or at least possible using z offset in the shader. I would prefer to avoid changing the z position of every part of the character since I want to be able to rotate it 360 without seeing those position differences, so if anyone knows how to do this inside a shader, it would be extremely helpful. Here's the shader I currently use (using Z Write):

 Shader "Legacy Shaders/Transparent/Cutout/Custom Bumped Diffuse" {
 Properties {
     _Color ("Main Color", Color) = (1,1,1,0)
     _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
     _BumpMap ("Normalmap", 2D) = "bump" {}
     _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
 }
 
 SubShader {
     Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="TransparentCutout" "PreviewType" = "Plane" "CanUseSpriteAtlas" = "True"}
     LOD 300
     ZWrite On
     Cull Off
     Lighting On
 
 CGPROGRAM
 #pragma surface surf Lambert addshadow alphatest:_Cutoff
 sampler2D _MainTex;
 sampler2D _BumpMap;
 fixed4 _Color;
 
 struct Input
 {
     float2 uv_MainTex;
     float2 uv_BumpMap;
     float3 viewDir;
 };
 
 void surf (Input IN, inout SurfaceOutput o)
 {
     fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
     o.Albedo = c.rgb;
     o.Alpha = c.a;
     o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
     float3 n = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
      o.Normal = dot(IN.viewDir, float3(0, 0, 1)) > 0 ? n : -n;
 }
 ENDCG
 }
 
 FallBack "Legacy Shaders/Transparent/Cutout/Diffuse"
 }
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avatar image nu51313932 · Aug 30, 2019 at 02:12 PM 0
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This is what I needdddddddd! Thank you so much.

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