Trail renderer - preventing overlap

So I’m trying to use unity’s build in trail renderer. However, it does seem to have some problems when making “sharp” turns (they don’t even need to be very sharp). The quads created overlap with itself, and the transparent material gets renderer on top of another bit of the same trail (see image).

I tried tweaking with the “Min vertex distance”, but while some values work better than others, the problem remains.

Possible solutions:

  1. Use a custom shader that does not render on top of itself

  2. Write my own trail renderer that also keeps the previous quad in memory and tries to not make them overlap

However I’m not capable of doing either of those (right now), since I know very little about rendering and shaders. Is there an easier solution, or has someone already solved this? As a hobbyist, I’m not fond on buying something from the asset store.

73042-screenshot-32.png

It wont work for soft edges like in your example, but heres is a shader solution:

Thanks to Brackeys, I’ve found out that the line renderer of unity 5.5 (beta) is vastly improved. The issue which I have described should no longer occur.