I want to fade my character.
and my character has 1 Skinned Mesh Renderer and many materials(because I perform mesh merging).
but when I simulate this, individual material area fighting z-order.
I have only skinnedMeshRenderer, so I can’t use vision os sort.
is there any solution for this problem?
The one possibility I can think of that might work for this case to prevent z-fighting is to use the VisionOS Sorting Group with just the one SkinnedMeshRenderer and Depth Pass: Post Pass
, which will defer writing depth until all the submeshes have been drawn. You can see some examples of the different depth pass modes here, but using Post Pass
should prevent the overlapping submeshes from interfering with one another.
1 Like