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?