Sorting of transparent objects?

I’m no shader expert, but I have the following problem:
In Unity, I had a problem with transparent objects inside each other. The problem was related to depth sorting and I’m pretty sure that I solved it by setting Depth Test to Always in my Shader Graph.
However, in the visionOS simulator (in a shared space app), the depth sorting problem still occurs, as if I didn’t change the depth test settings.

So, is the depth test setting also considered by PolySpatial’s MaterialX conversion?

Currently, no. However, to enforce depth based sorting on specific game objects, you can add PolySpatial Sorting Group | PolySpatial visionOS | 0.6.3 ( components

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