A way to solve opacity issues inside Unity using vertex numbers

fabio brasilien
polycounter lvl 11
in Unity
Hello Guys,
I just found out that it is possible to solve opacity rendering order by adjusting the numbering of the vertex.
3dsmax and Unity seem to render smaller numbered vertex behind higher numbered ones.
I reordered them just detaching and attaching the mesh back (it might exist a better way of doing that).
I never saw that before and after a quick search without find anything related I decided to share this info.
This is something that always annoyed me with low spec shaders...
Cheers
Fabio
Replies
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Yeah, it's cool cuz it just works!
Not for all situations, though. Hair for example, because you see the head from multiple angles. So you can't just sort them in back-to-front, not so simple haha.
I put some similar info here, including pictures.
http://wiki.polycount.com/wiki/TransparencyMap#Sorting_Problems
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Thanks Eric for your feedback.I have read most of this wiki and I still find new stuff there!