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Depth masking with HDRP?

Discussion in 'Graphics Experimental Previews' started by Ehredt, Jul 8, 2019.

  1. Ehredt

    Ehredt

    Joined:
    Jun 20, 2018
    Posts:
    79
    I'm interested in making a visible "hole" in a rendered mesh using an invisible object, as referenced in the following legacy pipeline examples.

    https://answers.unity.com/questions/316064/can-i-obscure-an-object-using-an-invisible-object.html
    http://wiki.unity3d.com/index.php?title=DepthMask

    However, this approach uses the render queue, and as best I can tell, this won't work with the HDRP as it doesn't expose the render queue -- it seems the closest thing I'd be able to use would be Sorting Priority, which only applies to transparent materials.

    https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/Material-Priority

    Am I off base, or is this impossible using the HDRP? Is there a better way to do this? I have very little experience writing shaders, so it might be that I'm just in over my head.
     
  2. Sheynes

    Sheynes

    Joined:
    Mar 27, 2017
    Posts:
    66
    Ehredt likes this.
  3. Ehredt

    Ehredt

    Joined:
    Jun 20, 2018
    Posts:
    79
    Excellent, thanks so much!