I am using the AR/Basic Occlusion shader on the plane. My goal is to make objects behind it invisible, but I want to exclude certain objects. For example, a red sphere should not be invisible. (Render Queue does not work.)
Right; the render queue is ignored in PolySpatial/RealityKit/MR mode, where we use RealityKit for rendering. Instead, you should be able to use the VisionOS Sorting Group component to force the red sphere to render after (that is, with a greater order
than) the plane. If you use Depth Pass: Post Pass
(the default), then the plane won’t occlude the red sphere despite being in front of it. Alternately, in visionOS 2.0 beta/PolySpatial 2.X, you can disable depth checks on shader graph materials.
Thank you for your quick response. In Post pass mode all sphere objects were visible and the order parameter did not work. However Unseparated mode worked for me.
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