Hello!
I got stuck on the classic Transparency and Depth Buffer issue.
I setup a scene with FUSE that contains multiple entities and I need transparency for all.
I need the alpha to be smooth, not just on/off, so Alpha cutout doesn’t work for me.
Also I need my materials to be just colors with no lights in the scenes so I’m also using the emissive component for the material.
I’m attaching here a small example patch, it’s an exact replica of my bigger setup.
I also added an LFO toggling the alpha feature, showing that each time it turns on it gets a different draw order (sometimes points are on front, sometimes boxes are on front).
I tried reading this already and other threads on the forum but cannot really figure this out myself.
Do I have any way to force Entities to register in the Depth Buffer?
Any other solutions to make this work properly?
TransparencyDepthIssueExample.vl (118.0 KB)