Era Posted July 13, 2020 Share Posted July 13, 2020 Does anyone know how to work with Z-Sorted materials in VR? This is the VR sample with the default glass material applied to the box. If I go into the material and disable Z-Sort it renders correctly. Quote Link to comment Share on other sites More sharing options...
reepblue Posted July 16, 2020 Share Posted July 16, 2020 If it's glass you want, I suggest you do the Alpha bending method. It's less expensive and looks fine. See the glass_low.mat file. 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Era Posted July 16, 2020 Author Share Posted July 16, 2020 I want z-sorted images, the default glass material was to quickly show the issue Quote Link to comment Share on other sites More sharing options...
reepblue Posted July 16, 2020 Share Posted July 16, 2020 The glass also uses refraction shader that might be causing the issue. I've used the Z-Sorted in VR before with no issue. Make a new material and see what works. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted July 18, 2020 Share Posted July 18, 2020 There's also a pixel discard shader that will filter out every other pixel and make something that looks like transparent glass, especially when MSAA is used. I don't think I will be looking at this issue in LE4 because I am working on the exact same thing in the new engine right now, and it's done a lot better with the new forward renderer: Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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