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I'm using a GLSL fragment shader that discards some fragments. I call DrawMeshNow three times on a quad, each time modifying some shader parameters to produce a desired effect. However, only one of the quads is actually drawn by unity. I suppose this is because unity is doing some automatic depth sorting and culling (Although I have already turned depth testing off.) How can I tell unity that my shader might produce transparent "holes" when it draws a quad and that therefore it should not preclude other quads from being drawn.
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