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Transparent shaders always get drawn in front of opaque shaders on iOS?
Simple question: Is it normal that every transparent shader is drawn in front of everything else on iOS? I tried pretty much every shader in unity that allows transparency and it is always in front...
If that is normal. What would be a solution to actually render the things in front that are in front in the 3D space?
Thanks in advance.
Are you using the built-in shaders or custom ones? Can you provide a screenshot of the problem?
built-in shaders. I will have a look if I can make a screenshot later.
But basically every material that has any kind of transparent property to it will get drawn in front of all other materials. Doesn't matter if it is th Standard shader with transparent setting or for example a world space UI.
That's definitely not normal behaviour because I use both custom and standard transparent shaders without that problem. The only thing I can think of at the moment is that the render queue/render order is wrong. Are you using standard shaders for both the opaque and transparent meshes?