This is an interesting problem I’m having, and I’m not sure there’s going to be an easy solution to it.
For my game, it’s necessary for the user to be able to see the intersecting line between transparent spheres. If I use an opaque material, you can see what I’m talking about:
Notice how the line between the two spheres is clearly visible? That’s the effect I’m looking for, only with transparent spheres instead of opaque ones (so you can see part of one sphere overlapping inside of the other).
However, when I make the sphere materials transparent, this is what happens instead:
The spheres do not appear to intersect at all. Instead, it always seems as if one sphere is completely in front of the other one. (Note that the only difference between these two shots is that the position of the camera has shifted slightly, which causes one sphere to take priority over the other one.) It’s not just in the editor either; this effect also applies when the game is actually in runtime.
Is there any way to fix this? Is the effect I’m trying to even achieve even possible within Unity?
(These images were taken with Legacy Specular and Legacy Transparent Diffuse, though it didn’t seem like any of the other default transparent shaders worked any better)