Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Terazilla · Feb 23, 2013 at 12:57 AM · sortingqueueztest

Disable sorting on a transparent queue?

I've actually got a couple possible solutions to my problem, but can't find a way to make any of them work. Basically, here's the situation:

I'm making a game with a simple scene primarily composed of several layers of blended objects. I need to build a complex overlayed shape to go overtop these layers -- it's fairly unadorned and needs to look seamless. The way I intended to do this, and have almost working, is via a collection of simpler shapes that get placed overtop one another as the player drags their finger.

These shapes are outlined in geometry as what I wanted to do, was draw them using alpha blending, write to the depth buffer, then use depth testing to make the next shape cut out neatly against the previous one. This avoids a lot of asset complexity.

The problem is, I can't appear to do this. Since these objects end up in a transparent layer (and they need be after all the other transparent stuff) they get sorted back to front, so I can't use a ZTest of LEqual or Less. The ends of the objects blend overtop each other and it looks mess. If they just stayed in spawn order this would work fine, is there a way to tell it not to sort a particular queue?

Alternatively, I could just let them sort by distance and adjust their depths a bit to compensate, but in order to do that I'd need to use a ZTtest of Greater. That means I'd need to clear the depth buffer to a near value (rather than a far value) before rendering this queue. Is there a way to do that?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

9 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to have sorting order/layers used when Z depth is the same? 1 Answer

Shader that renders fragment behind 0 Answers

RandFuncs.Shuffle question 0 Answers

How to sort get components? 3 Answers

Override Sorting breaks Blocks Raycasts 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges