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[solved] HDRP ignores the "Queue" tag in custom opaque HLSL shaders, why?

Discussion in 'High Definition Render Pipeline' started by larsbertram1, Mar 11, 2020.

  1. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,902
    writing a custom opaque HLSL shader using: "Queue" = "Geometry+2" does not seem to have any affect on when the objects is rendered.
    what is the reason for not supporting a custom rendering order?
    this hold me back from doing efficient single pass mesh blending which sometimes works, but fails if unity decides to change the drawing order due to the position of the camera.

    here it just works:
    working.PNG

    here it does not:
    notworking.PNG
     
  2. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    6,902
    i used the built in hdrp shader guis and it turned out that most likely on of these overwrites the queue.
    going to debug mode and set it mannually lets me fix the queue which then gets picked up properly.