I still can’t make it work. With the example that @RomanoMcBride uploaded, it works. There’s a very simple shader there, and I can see it working. Ok.
If I try to use any built-in shader that gives me the sorting priority option, it seems like the engine just ignores the priority and just draws whatever is closer to the camera last.
Consider using Unity’s Render Layers and sorting orders to manage the drawing priority more efficiently. This approach can reduce the overhead caused by multiple stacked cameras.
I thought that was just for lights? You can use this to change the rendering order of objects?
(also noteworthy, sorting layers and sorting ids exist on mesh renderers as well, they are just hidden but can be accessed through a custom inspector or scripts in general)
I know about SortingGroup, but AFAIK it only works with 2D sprites, or am I wrong? And if there are sorting layers for mesh renderes, but they are hidden… where are they hidden, please? I have no idea of where to look at this. I really thought the “sorting priority” would be something very straightforward to use and solve my problem… but it seems it isn’t, I have no idea of what I’m doing wrong.
Anyway, thank you for any help, any light that could be shed on this matter would be really helpful and I’d be very thankful.