SpiderPig Posted July 16, 2023 Share Posted July 16, 2023 I think what I need is to disable depth testing but it didn't do what I expected. The models that this material is applied to are small and are sometimes inside other objects, I just want them to be always onto of everything. debug_point_material = CreateMaterial(); debug_point_material->SetShaderFamily(LoadShaderFamily("Shaders\\Unlit.json")); debug_point_material->SetShadow(false); debug_point_material->SetDepthMask(false); debug_point_material->SetDepthTest(false); Quote Link to comment Share on other sites More sharing options...
Solution Josh Posted July 16, 2023 Solution Share Posted July 16, 2023 I've had some trouble disabling depth testing. Not sure what is going on. I ended up using a second camera and rendering that on top of the scene, and had much better results with this. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted July 16, 2023 Author Share Posted July 16, 2023 Interesting. Is that a by-product of Vulkan or is it fixable down the track? Quote Link to comment Share on other sites More sharing options...
Josh Posted July 16, 2023 Share Posted July 16, 2023 It's not enough just to disable depth testing. You have to render that object last, which means it needs to appear after all transparent objects. But then transparency has two render paths, once for conventional transparency, another for transparency with refraction. So I just haven't bothered trying to work that all out, and I'm not sure it's even worthwhile when a second camera works perfectly. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted July 16, 2023 Author Share Posted July 16, 2023 Yeah I agree, I'll use a 2nd camera. Thanks. Quote Link to comment Share on other sites More sharing options...
Josh Posted July 16, 2023 Share Posted July 16, 2023 Yeah, and then there is the issue of ordering of multiple objects that both have depth testing disabled...the second camera is more versatile anyways. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted July 16, 2023 Author Share Posted July 16, 2023 Yeah and Ultra seems very capable of rendering multiple cameras. Quote Link to comment Share on other sites More sharing options...
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