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Messages - rewindgamestudio

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Support / Re: Sprite batcher sorting?
« on: December 11, 2013, 10:59:52 pm »
No, it's solid.

This is what we get if we un-batch those sprites, using the same shader.


2
Support / Re: Sprite batcher sorting?
« on: December 11, 2013, 10:54:51 pm »
Ok, thanks for the info.

Just one last oddity(slightly off from the original point ).

If a SpriteBatcher sorts within itself, how come we see this blending?

3
Support / Re: Sprite batcher sorting?
« on: December 11, 2013, 10:46:41 pm »
Ah, ok. Can you tell us why the cutout shader works though?

4
Support / Re: Sprite batcher sorting?
« on: December 11, 2013, 10:35:25 pm »
Hi,

Our trees are all batched up together.

We noticed that if we switch from the LitBlendVertexColor shader to the LitCutoutVertexColor shader the sorting works, but it obviously looks terrible!

Should the z value be the same on all batches sprites? We're using 2D sprites in a 3D scene with a perspective camera set to orthographic mode.

5
Support / Re: Sprite batcher sorting?
« on: December 11, 2013, 01:34:16 pm »
We've also just come across this issue.

We're batching sprites from the same atlas but batched sprites from other atlases are not rendering in the correct order.

We're using Unity 3.x

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