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July 20, 2013

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?
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    2 replies

    July 20, 2013
    Could you change the shader? See "Dealing with Clipping": http://www.beowulf99.com/blog/?p=1014
    Participant
    July 22, 2013
    Look 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