Multi passes rendering order

Hi,

I have a problem about mulit-pass rendering order, I don’t know how to guarantee that a specific pass is rendered before the others.

Because our game is 2D game, we can’t use depth buffer to control it.

Thank you very much.

If you’re using Unity’s sprite system the depth still matters. Unity will draw things that are further from the camera behind things that are closer. Alternatively you can use unique materials with the render queue set or the renderer component’s sort order.