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27-10-2025, 01:06 PM
(This post was last modified: 27-10-2025, 01:10 PM by AnupamSingh.
Edit Reason: incomplete info, cannot attach image
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Hi, I have a transparent fluid in front of a skinned mesh renderer but cannot see through it: it contains blends. How can I fix this? (built in pipeline). Cannot see it when see through fluid but in absence of fluid or from other viewing angles it renders fine.
Thank you.
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(27-10-2025, 01:06 PM)AnupamSingh Wrote: Hi, I have a transparent fluid in front of a skinned mesh renderer but cannot see through it: it contains blends. How can I fix this? (built in pipeline). Cannot see it when see through fluid but in absence of fluid or from other viewing angles it renders fine.
Thank you.
Hi,
What kind of material is the skinned mesh renderer using? specifically, at which point during the frame is it being rendered? (material's render queue)
kind regards,
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(27-10-2025, 01:18 PM)josemendez Wrote: Hi,
What kind of material is the skinned mesh renderer using? specifically, at which point during the frame is it being rendered? (material's render queue)
kind regards, Hi, it has standard built-in shader with render queue 2000. Thank you.
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(27-10-2025, 01:22 PM)AnupamSingh Wrote: Hi, it has standard built-in shader with render queue 2000. Thank you.
Hi,
In that case it is rendered before fluid and should appear behind it. I'm unable to reproduce this behavior you describe using a skinned mesh renderer w/ standard shader.
Would it be possible for you to send a project that exhibits this behavior to support(at)virtualmethodstudio.com so that I can take a closer look?
kind regards
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(27-10-2025, 01:55 PM)josemendez Wrote: Hi,
In that case it is rendered before fluid and should appear behind it. I'm unable to reproduce this behavior you describe using a skinned mesh renderer w/ standard shader.
Would it be possible for you to send a project that exhibits this behavior to support(at)virtualmethodstudio.com so that I can take a closer look?
kind regards Hi, unfortunately I cannot share the complete project but have recorded video if essential components and setup. Kindly let me know if you need any additional details: https://drive.google.com/file/d/16XIt14B...sp=sharing
Thank you.
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27-10-2025, 03:01 PM
(This post was last modified: 27-10-2025, 03:07 PM by josemendez.)
(27-10-2025, 02:05 PM)AnupamSingh Wrote: Hi, unfortunately I cannot share the complete project but have recorded video if essential components and setup. Kindly let me know if you need any additional details: https://drive.google.com/file/d/16XIt14B...sp=sharing
Thank you.
hi,
Maybe I'm missing something about your setup, but there seems to be another refractive object (eye's cornea?) between the fluid and the skinned mesh renderer.
So the problem has nothing to do with the skinned mesh renderer itself (any other object would suffer the same problem), it is a general limitation of rasterized transparency works in games: transparent objects must be sorted back to front, and refractive objects can only refract directly visible opaque objects: you can't have refractions of refractions, you'd need to use raytracing for that. You can't have transparent objects visible trough refractive objects for the same reason.
kind regards,
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(27-10-2025, 03:01 PM)josemendez Wrote: hi,
Maybe I'm missing something about your setup, but there seems to be another refractive object (eye's cornea?) between the fluid and the skinned mesh renderer.
So the problem has nothing to do with the skinned mesh renderer itself (any other object would suffer the same problem), it is a general limitation of rasterized transparency works in games: transparent objects must be sorted back to front, and refractive objects can only refract directly visible opaque objects: you can't have refractions of refractions, you'd need to use raytracing for that. You can't have transparent objects visible trough refractive objects for the same reason.
kind regards, Thank you for pointing that out. Even though transparent cornea was in between (disabling it did not make any change), what worked for me was converting the standard material to opaque from transparent for the items not being rendered previously. Regards.
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28-10-2025, 08:03 AM
(This post was last modified: 28-10-2025, 08:07 AM by josemendez.)
(28-10-2025, 06:45 AM)AnupamSingh Wrote: Thank you for pointing that out. Even though transparent cornea was in between (disabling it did not make any change), what worked for me was converting the standard material to opaque from transparent for the items not being rendered previously. Regards.
Hi!
You mentioned the material used render queue 2000. Note that transparent materials do not use render queue 2000, but 2501-5000 (typically 3000), otherwise they won’t be rendered correctly since they won’t be sorted w.r.t. their distance to the camera. See: https://docs.unity3d.com/6000.2/Document...Queue.html
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05-11-2025, 10:30 AM
(This post was last modified: 05-11-2025, 01:26 PM by AnupamSingh.)
(28-10-2025, 08:03 AM)josemendez Wrote: Hi!
You mentioned the material used render queue 2000. Note that transparent materials do not use render queue 2000, but 2501-5000 (typically 3000), otherwise they won’t be rendered correctly since they won’t be sorted w.r.t. their distance to the camera. See: https://docs.unity3d.com/6000.2/Document...Queue.html Hi, sorry for the late replay. Indeed, when standard material set to opaque, it has render queue 2000 but when set to transparent has render queue 3000. But just changing it to opaque from transparent worked for me. Thank you again.
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