Hello, I am using the most basic image tracking for a project. And the depth mask is not working on my device, it is working fine in Editor. Please see the attached image, the object that I am using depth mask shows in black with white grid instead. Any idea how to fix that? Thanks in advance. Derek
I am also having this issue on Android. Changing the shader just makes the shader do nothing, it no longer masks anything. Any ideas?
I've been emailing about this and still don't have answers. Ztest always doesn't work. It shows the back face of the object you are trying to occlude.
it work to me, in Assets\Vuforia\Shaders\DepthMask.shader put this Code (CSharp): //=============================================================================== //Copyright (c) 2015 PTC Inc. All Rights Reserved. // //Confidential and Proprietary - Protected under copyright and other laws. //Vuforia is a trademark of PTC Inc., registered in the United States and other //countries. //=============================================================================== //=============================================================================== //Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. //All Rights Reserved. //Confidential and Proprietary - Qualcomm Connected Experiences, Inc. //=============================================================================== Shader "DepthMask" { SubShader { // Render the mask after regular geometry, but before masked geometry and // transparent things. Tags {"Queue" = "Geometry-10" } // Turn off lighting, because it's expensive and the thing is supposed to be // invisible anyway. Lighting Off // Draw into the depth buffer in the usual way. This is probably the default, // but it doesn't hurt to be explicit. ZTest Always ZWrite On // Don't draw anything into the RGBA channels. This is an undocumented // argument to ColorMask which lets us avoid writing to anything except // the depth buffer. ColorMask 0 // Do nothing specific in the pass: Pass {} } }
I am having this exact problem - and updating my shader did not seem to work. I am suspecting that my rendering settings are off somehow.