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Particle system depth sorting?

Discussion in 'General Graphics' started by Metron, Dec 7, 2019.

  1. Metron

    Metron

    Joined:
    Aug 24, 2009
    Posts:
    1,137
    Hi,

    it's been a while since I've played with the particle system. Since I'm not using the universal render pipeline nor the high definition one, I'ù working with the normal particle system (no shader fx graph).

    I'm trying to achieve a smoke effect. It looks quite good but when I have 2 particle systems with the same smoke effect, the rendering order doesn't seem to be determined by the distance from the camera to the particle emitter.

    The result is that quite often the emitter which is far away is drawn in front of the closer one.

    Is there somewhere a trigger to enable depth sorting for transparent particles?
     
  2. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,285
    They should be sorting based on the center of their bounding boxes. It’s possible to bias this decision with the Sorting Fudge, or to totally override it with sorting layers.
     
    karl_jones likes this.