I created a bunch of quads on a sphere with the same material but the ones in the back sometimes get drawn on top. [Edit] I'm dawing the quads using DrawMeshInstanced and I guess that treats the quads as one mesh so maybe that's why? How can I fix sorting of polygons on the same object? Here's the shader nodes. And the code. Code (csharp): Shader "Custom/Unlit/TextureInstanced" { Properties { [HideInInspector] __dirty( "", Int ) = 1 _Texture("Texture", 2D) = "white" {} _Tint("Tint", Color) = (1,1,1,1) [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" } Cull Off CGPROGRAM #include "UnityPBSLighting.cginc" #pragma target 3.0 #pragma surface surf StandardCustomLighting alpha:fade keepalpha noshadow struct Input { float2 uv_texcoord; }; struct SurfaceOutputCustomLightingCustom { fixed3 Albedo; fixed3 Normal; half3 Emission; half Metallic; half Smoothness; half Occlusion; fixed Alpha; Input SurfInput; UnityGIInput GIData; }; uniform float4 _Tint; uniform sampler2D _Texture; uniform float4 _Texture_ST; inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi ) { UnityGIInput data = s.GIData; Input i = s.SurfInput; half4 c = 0; float2 uv_Texture = i.uv_texcoord * _Texture_ST.xy + _Texture_ST.zw; float4 temp_output_5_0 = ( _Tint * tex2D( _Texture, uv_Texture ) ); c.rgb = temp_output_5_0.rgb; c.a = temp_output_5_0.a; return c; } inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi ) { s.GIData = data; } void surf( Input i , inout SurfaceOutputCustomLightingCustom o ) { o.SurfInput = i; } ENDCG } CustomEditor "ASEMaterialInspector" }
Thanks, I didn't fully understand the jargon, but it seems like I've hit the limit of Amplify Shader Editor?
You've hit the limit of realtime transparency rendering to a degree. But also yes, the work arounds are mostly outside the realm of ASE's current functionality. FYI, this is also outside the realm of pretty much any node based shader editor.