(04-03-2021, 08:31 AM)josemendez Wrote: 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,
Hi Jose,
Thank you for your reply. Actually it worked, but this time the refractions gone weird.
It's like the refractions being calculated and cached once at the begining, and never updating after then, like they're static. I tried "BeforeRenderingTransparents" and "BeforeRenderingTransperents -1" and other values as well as "AfterRenderingOpaques". It seems like if the value is 451 or higher, It has correct reflections but rendered on top of all other transparent objects. If the value is 450 or lower, rendering order is correct, but the refractions become weird.
Any help would be appreciated.