(02-05-2022, 11:11 AM)locque Wrote: Thanks for the explanation!
Is there some way to force a transparent material to sort above the fluid shader though? Looks like you can't control it through the render queue parameter, even at 3999 the material will render first and then the fluid.
It would be a very helpful way to mitigate this effect in a different case. Not for the bottle, but the glass dropper that is supposed to be inserted into the bottle to suck up some of the liquid inside. Right now any part of it that is inside of the fluid is not rendered at all. I'd much rather have it render on top of the fluid at all times than not seeing it at all, even if that means it would look weird if you look at the dropper behind the bottle through the liquid.
Open up ObiFluidRendererFeature.cs and you'll notice a bunch of render pass events set to "RenderPassEvent.BeforeRenderingTransparents +1;". You can try setting them to anything else like "AfterRenderingTransparents" (see:
https://docs.unity3d.com/Packages/com.un...Event.html).
I can't 100% guarantee this will work without side effects, though.
(02-05-2022, 11:11 AM)locque Wrote: Cool, didn't know about this! I actually noticed this screen door effect everywhere when I first played GTA IV, always thought it was just a very weird stylistic choice. Haven't seen it in any other game since.
Pretty much all games I've played that need to fade objects obscuring the player use this approach. Most recent one that I know for sure does it this way is Elden Ring. (not too sure about Division 2)
Rather than a stylistic choice, it's done out of necessity: objects that are transparent (or ever need to become transparent) must be sorted back-to-front to render correctly. If any opaque object in your game (walls, trees, boxes, columns, roofs) can potentially become transparent to avoid obscuring the player, using alpha blending would mean you need to
sort everything in the world, every frame.
That's of course not an option if you want decent performance, so the next best thing is to fake transparency using any method that does not require sorting. Screendoor transparency is a good one, and if you can afford to have TAA (temporal anti-aliasing) then it will hide the stipple/dither pattern rather effectively. This can make it look like there's no dithering most of the time, but if you move the camera around fast enough the illusion will break.
If you've ever tried to render a double-sided transparent object in Unity and noticed weird artifacts with triangles disappearing, same reason: you can't sort all individual triangles based on distance to the camera every frame, so depending on the order they appear on the mesh they will just vanish because they're being rendered behind an already rendered triangle (and failing the z-buffer test).
cheers!