Hello Community,
am working on some realtime generated mesh deformations and it turns very tricky to acheive that triangles never overlap.
Unfortunately I also need the mesh to be rendered transparent which using the standard shader results in effects like this where the gray is not uniform but has “stripes”:
Is there a way to prevent this via shader? A way to render transparent but just ignore when rendering part of another triangle at the same location (of the same mesh)?
From my limited knowledge on how a shader is actually applied (the gpu is actually never aware of what it has already rendered, right?) the answer is probably no but thought to ask if there’s some genius trick!
Or is there an algorithm available to resolve those overlaps on a mesh level?
Huge thanks in advance ![]()
P.s. using Built-In RP for now.
