I’m designing some polygon hair using transparency alphas and need some help using overlapping geometry. I know this can be tricky but in Unreal engine I am able to set the draw order for over lapping geometry that uses a transparency/alpha material, thus making the top layer of poly hair completely opaque except where the alpha is black of course. This is a real problem in unity so far. Whenever I overlap hair pieces that use the same shader material I can still see the underlying hair pieces as if they are all being drawn at the same time.
Any suggestions? Thanks.