Blended Alpha Sorting Issue

Having issues understanding why the transparent dome and wings on the two characters that have a blended alpha shader are “cutting through” the UI and showing the level geometry behind it. Any ideas?

Your foreground objects are being drawn before your background, so the background pixels fail the depth test and don’t draw where those transparent parts were drawn first.

This problem can be fixed using render queues to ensure the background draws first so it does not fail the depth test. Even if you fixed the depth problem, you always want to render transparent objects last, otherwise opaque objects that are farther away than transparent objects will either appear in front of them or won’t be visible through them (depending on if your transparent object outputs depth).

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