Dear all,
Currently I have this issue within a scene coming from an external source. I have no influence on the coordinates/positions of the layers.
Within that scene there are several planes on top of each other. One part I have issue with is 2 overlapping planes:
Plane 1 = Landscape (Texture - Alpha blended at the coast line )
Plane 2 = Sea ( Diffuse Bumpmapped Texture )
These are Z-fighting and a lot of flickering. ( in both #Scene and Game View)
I tried: changing clipping planes (near > 1.0) without any luck.
Therefore I created a new shader and put “ZWrite Off” in combination with Custom Render Queue.
From the external scene data, I can derive a group. Which basically gives away the renering queue number. These go from 1 to 16 or higher.
Landscape has Group 2 → I gave this Custom render queue 200
Sea has Group 1 → And this one Custom render queue 100.
This solved the issue partially: In the #Scene view this works perfeclty now.
But in the Game view, neither plane gets shown. As if they cancel eachother out.
See image below:
I have recreated the issue in a new project, with just 2 planes and fooled around with the MOST easy shaders.
Where I put ZWrite off, but I keep getting same result.
Any of you have a good solution for this? (PS: I am running Unity 4.5.1f3)