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We've written an MOV material that plays a PNG compressed MOV file with alpha on a poly. It's pretty cool though a little memory intensive. Not a problem for this application. Here's the problem/question: Problem: I'm seeing alpha flutter between two polygons that overlap each other in the game camera. The distance between them is way more than it needs to be to avoid Z-Buffer artifacts so nope, it's not that. Question: How does Unity decide which pixels of an alpha texture to display? Is it by object center or object bounding volume? Here's what we're trying for: http://www.lindsaydigital.com/clients/MBAQ/webPlayer/test_006.html
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One thing which may be helpful here is to use non-standart render queues in your shaders. If you replace
with
that material will be rendered after all normal transparent materials. Cool. As in the skybox shader, right? Thanks Jonas.
Dec 15 '09 at 09:13 PM
spencer lindsay
well, the skybox shader uses "Queue"="Background" to make it render before all others. But, yeah - this is how you can manually change render order.
Dec 16 '09 at 08:56 AM
jonas echterhoff ♦♦
You can also set material.renderQueue, which avoids having to create multiple copies of the shader when you need multiple sort orders.
Jan 06 '11 at 07:35 PM
yoyo
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The answer seems to be: "Bounding Volume". I added a triangle to the object I wanted to be in front and moved it out towards the camera, making the bounding volume of the smaller, "front" object larger than the background object. It's a hack, but it works. Spence.
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