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Question by ikomhoog · Jul 10, 2018 at 07:49 AM · shadersdepth-bufferopacitydouble-sided

two sided shader depth not working

I am working on an opacity/dissolve shader in shadergraph The dissolve part works fine when i am using a single side but the problem is with the two sided version. The insides get rendered with the polygons and that makes the insides render in front of the outsides in certain rotations. Is there a solution other than coding my own passes in the correct order? i use the HD render pipeline in 2018.2

If someone from unity is reading this, this is due to the front and back merging during rendering and rendering in order of verts (that is my guess). But if you make it in a way that the insides will first get rendered and then the outside, this problem will be fixed.(or can you explain why this isnt the solution?)

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