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Question by DanjelRicci · Aug 28, 2011 at 04:36 PM · shaderiosiphoneoverlayqueue

"Queue"="Transparent" not working (on iOS).

I have this simple shader here... Shader "MyShaders/Overlay" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Texture", 2D) = "white" {} }

 Category {
     Tags {"Queue"="Overlay" "RenderType"="Transparent"}
     ZWrite Off
     Alphatest Greater 0
     Blend SrcAlpha OneMinusSrcAlpha 
     SubShader {
         Material {
             Diffuse [_Color]
             Ambient [_Color]
         }
         Pass {
             Cull Back
             ColorMaterial AmbientAndDiffuse
             Lighting Off
             SetTexture [_MainTex] {
                 Combine texture * primary, texture * primary
                }
             SetTexture [_MainTex] {
                    constantColor [_Color]
                 Combine previous * constant, previous * constant
                }  
         }
     } 
 }

}

...wich doesn't work as supposed to do.
I need it to render above everything in the scene, (and it should do it, since "Queue" is set up to "Overlay"), but I've the feeling that it's completely ignoring the "Queue" tag. No matter how I change it, it always renders like its queue is "Transparent". Other objects in the scene are all rendered in Geometry and Transparent queue, and their depth sorting is perfect. This is the only one not working.

Any suggestions? Did I write something wrong? Thanks!

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Answer by Mortennobel · Aug 28, 2011 at 06:06 PM

Use

 ZTest Always

See also this http://answers.unity3d.com/questions/50131/simple-shader-question.html

The "Queue" specifies the order of the rendering (but the rendering may still be skipped by the zbuffer test). Changing the render-queue is needed for performance tuning and making sure that transparent objects are rendered last (since they should never be overdrawn by an opaque object).

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avatar image DanjelRicci · Aug 29, 2011 at 11:03 PM 0
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Fantastic, it's working exactly as I want. Thank you very much, and thanks also for the explanation. :)

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