I want to intersect two alpha-mapped quads similar to what I’ve seen being done in billboard grass. But when I try it seems to draw one quad completely and then the other…
I’ve tried all of the depth write and depth test options in shader graph.
It renders properly if I create four quads as four separate objects that meet up in the middle rather than intersecting:
When those four quads are part of the same mesh they don’t render properly anymore even if I put a gap between them:
Is there a better solution than having four quads as separate objects?