08-21-2019 02:51 AM
08-25-2023 01:18 PM
I know this is like a 4 year old post, but since I had a similar issue, this is because the shader being used doesn't have a clip/discard on it. So what I do is ensure that the underlay quad has the output texture that the Overlay uses, and then clip if the alpha is under some amount, ie:
half4 frag(vertexOut input) : SV_Target
{
half4 outColor = tex2D(_MainTex, input.texCoord);
clip( outColor.a < 0.1f ? -1:1 );
return half4(outColor.xyz, 0);
}
10-15-2024 06:51 PM
How do you set a quad as the underlay's quad? I've been banging my head against the wall for hours on this. I saw your other post with the shader which was really helpful, but I just can't get the underlay to take it.
10-16-2024 08:23 AM
So we've found it can be very finicky where you place the quad in the hierarchy of objects. I've found the best success with putting the Overlay first, then having the quad be a child of the overlay.