Hello, thank you for getting in touch and for your support!
According to the screenshots that you've shared, it seems that you're using a very outdated version of ASE, please download the latest one through the Asset Store or via our
download page.
As you may be aware, semitransparent shaders don't usually write into the depth buffer. Unfortunately, this can create draw order problems, especially with complex non-convex meshes. If you intend to overlap meshes like that, then using a shader that fills in the depth buffer before rendering transparency might be useful.
You can probably mitigate the issue by toggling the extra pass parameter.
- ExtraDepthPass.jpg (14.32 KiB) Viewed 8240 times
Alternatively, this can be done by code by adding the following after "SubShader {"
Pass {
ZWrite On
ColorMask 0
}
Please let me know if this helps, if your require any additional assistance, please forward us a complete sample further examination on our side, either by attaching it to this post or through
[email protected], thanks!