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Question by Lumz · Apr 22, 2016 at 10:54 AM · shaderdrawcallsstencil

Can't get the right draw call order.

Hi,

I have 3 meshes. The first one is just writting to stencil, the second is writting to the color buffer and stencil everywhere where the stencil isn't already marked and finally the last one is writting to the color buffer everywhere where the stencil isn't already marked.

Somehow i can't get the final mesh to be renderer at last. It always get renderer before the second one.

Shader lab queue and Z position didn't help.

Any chance that i miss something ?

First shader settings

         Tags 
         { 
             "RenderType" = "Overlay"
             "Queue" = "Overlay" 
             "IgnoreProjector" = "True"
             "DisableBatching" = "True"
         }
 
         Pass
         {
             ColorMask 0
             Cull Off
             ZWrite Off
             ZTest Always
             Stencil
             {
                 Ref 1
                 Comp always
                 Pass replace
             }
          }

Second shader settings

         Tags 
         { 
             "RenderType" = "Overlay"
             "Queue" = "Overlay+1"
             "IgnoreProjector" = "True"
             "DisableBatching" = "True"
         }
 
         Pass
         {
             Blend SrcAlpha OneMinusSrcAlpha
             Cull Off
             ZWrite Off
             ZTest Always
             Stencil
             {
                 Ref 1
                 Comp Less
                 Pass replace
             }
         }

Third shader settings

 Tags 
         { 
             "RenderType" = "Overlay" 
             "Queue" = "Overlay+100"
             "IgnoreProjector" = "True"
             "DisableBatching" = "True"
         }
 
         Pass
         {
             Blend SrcAlpha OneMinusSrcAlpha
             Cull Off
             ZWrite Off
             ZTest Always
             Stencil
             {
                 Ref 1
                 Comp notequal
             }
         }
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Answer by Lumz · Apr 22, 2016 at 05:37 PM

Well after hours i simply removed the material of mesh 3, then recreated it, and everything worked out.

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