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NullReference
12 years agoHonored Guest
3D Crosshair and camera depth/culling
I am trying to create a 3D crosshair (that is a mesh in the world), and I need it to render last. I have always done this by adding a second camera as a child to the main one on a higher layer that culls only the layer with that object, but with the rift that stops the stereo rendering from working properly for some reason.
How do I force a mesh to render last?
How do I force a mesh to render last?
2 Replies
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- yezzerHonored GuestCould you change the shader? See "Dealing with Clipping": http://www.beowulf99.com/blog/?p=1014
- djinni69Honored GuestLook into setting the Render Queue for the material of the mesh that you want to render last. Are you saying you want the mesh to sit on top of everything else? If so, you are looking for the overlay queue and if memory serves, that's the 4000-ish area of render queues
http://docs.unity3d.com/Documentation/ScriptReference/Material-renderQueue.html
AND
http://wiki.unity3d.com/index.php?title=SetRenderQueue
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