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Particles behind Glass BumpDistort dependent on viewing angle
Our game includes a "water" surface, a plane that uses the FX / Glass BumpDistort shader.
We have particle effects playing close to the plane, and we want the particles visibly distorted by the plane when behind it.
This works if the camera viewing angle is close to the normal of the plane (figure 1).
But the particles disappear if the camera is lowered towards a more "3rd person racing" angle (figure 2).
It also seems that particles close to the camera in Figure 2 are getting distorted, whether they are under or above the plane. So, some kind of sorting issue...?
Any idea what this is and how we can get around it?
We're in Unity 3 Pro.
Answer by Dreamora 1 · Oct 15, 2010 at 06:34 AM
thats normal, for any engine basically.
the problem you are seing here is bound to the render order of the two transparent surfaces, which is defined by their transforms 0,0,0 position.
I would be willing to be that in case 1, the particle emitter is behind the surface while it no longer is in case 2, which means the particles are rendered before the glass is rendered where they would be rendered after the glass in case 1
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