31-10-2023, 12:13 PM
(This post was last modified: 31-10-2023, 12:16 PM by josemendez.)
(31-10-2023, 10:55 AM)Apoll0 Wrote: It seems that ObiFluidRendererFeature.cs is for URP. I use buildin pipeline. Any workarounds?
I tried custom UI shader with cliping and nothing changed (
Hi,
The principle is the same regardless of the render pipeline used, since transparent objects are drawn the exact same way in all of them: typically transparent objects need to be sorted back to front for correct rendering, and they won't intersect properly with each other since they don't write to the depth buffer.
I tried an alpha clipping UI shader and it works correctly for me. Since alpha-clipped objects write to the depth buffer you'll also get correct intersections between UI and fluid (this is in the built-in render pipeline):
![[Image: 7FsB8sT.png]](https://i.imgur.com/7FsB8sT.png)
Could you elaborate about your setup? Are you using sorting layers for the canvas? Could you share the shader you're using for the UI?
kind regards,