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Can I draw Opaque geometry on top of Sprites, cheaply?
I have a situation where I want to draw objects using opaque geometry, in the midst of sprites. It seems I can accomplish this using a custom shader, drawn in the "Transparent" queue.
However, this seems to cause the engine to also use the more expensive Render.TransparentGeometry pipeline.
So my question is: Is there any way to use the cheaper opaque rendering path, but still have my geometry appear on top of certain sprites?
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