Sincress
Sincress

Reputation: 117

Unity transparent sprite render order

I've been trying to fix this issue for a while. It's about the render order of transparent particle sprites, regardless of the shader used, some of the sprites from the background nebula are rendered above the foreground ones. The image should clarify the situation. The sprites are Quads with materials on them which happen to use the Legacy Shaders/Particles/Alpha Blended shader.

render queue problem

I've even tried setting the renderQueue of the foreground quads' materials to a value higher than that of the background quads, but even that didn't help It seems whatever I do, the render order of the transparent sprites is messed up. The shader currenty used is Particles/Additive Blend, but using similar shaders didn't really help.

Upvotes: 0

Views: 1238

Answers (1)

Louis Ingenthron
Louis Ingenthron

Reputation: 1368

Particle system geometry is batched, so the render order is determined by the particle system itself. In the settings for the particle system, go to the last category "Rendering". In there you should find a field called "Sort Mode" that determines which particles are put in front of others. It sounds like you want the "By Distance" option.

Upvotes: 0

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