I know semi-transparent objects aren’t compatible with the z buffer (or something like that) I know as a result, Unity’s fade/transparent shader modes have this problem quite often. I know I should avoid semi-transparent objects whenever I could
The issue is in this particular case, there’s no way around it. I can guarantee all the meshes I’m doing this with will be one piece, and the entire mesh will always have the same transparency, but I need the order to be correct.
When in the opaque rendering mode, the issue is gone, as you might expect:
I had a very similar problem a few months ago. [Here is my topic][1] and it has the solution to what i did. Basically you have to change the shader to a transparent shader, Then once you’ve finished with that, set the shader back. (No need to make any new shaders)
To reset the Paper plane use:
private void RevertTransparent(GameObject g)
{
for (int i = 0; i < g.renderer.materials.Length; i++)
{
if (g.renderer.materials*.name == "Optimized Bark Material (Instance)")*
g.renderer.materials*.shader =* Shader.Find(“Nature/Tree Creator Bark”); else if (g.renderer.materials*.name ==* “Optimized Leaf Material (Instance)”) g.renderer.materials*.shader =* Shader.Find(“Nature/Tree Creator Leaves Fast”); else g.renderer.materials*.shader = Shader.Find(“Default/Diffuse”);* g.renderer.materials*.SetColor("Color", new Color(1,1,1));* } for (int i = 0; i < g.transform.childCount; i++) SetTransparent(g.transform.GetChild(i).gameObject); } You’d need to change the name of the shader below also. On top of that you’ll come to a bug that when in a stand alone player (Built game) the shaders might turn pink. You’ll need to tell unity to add the shaders in a build game because it doesn’t. Go to Unity-Edit-Project settings-Graphics and you’ll see the “Always included Shaders”. TADA! *[1]: http://answers.unity3d.com/questions/1285593/adjust-trees-transparencyopaquealpha-value.html*_