04-03-2021, 08:31 AM
(This post was last modified: 04-03-2021, 08:32 AM by josemendez.)
(03-03-2021, 06:24 AM)EmreO Wrote: Hi.
I need some help with rendering OBI Fluid and other objects with transparent shaders in URP. I tried different blending options in OBI Fluid renderer, also tried custom transparent shaders with high render queue values for my transparent objects, but it keeps rendering OBI Fluid always after (and over) other transparent objects.
Hi there,
Blending won't affect rendering order, it simply controls how fragment color is blended with the render target. In URP, the fluid renderer will render by default in RenderPassEvent.BeforeRenderingTransparents + 1.
Open ObiFluidRendererFeature.cs and change the render pass event of all passes in the Create() method to whatever event you need. For instance, RenderPassEvent.AfterRenderingOpaques.
kind regards,