Rendering thin instances with node material: depth order issue

Hey I am using thin instances for the trees with custom nodeMaterial (the material
aand I;m getting very weird result:
The depth is inverted. It looks instances that are futher are rendered after the ones closer the camera.
The depth test is correct terrain vs thin-instances-mesh but the elements of the big intances mesh (as I understand they are one mesh) are rendered weirdly ( a screenie provided).

EDIT: I’m using babylon.js 5.X

Halp!

Can you share a repro PG?
Is the depth written in the depth buffer? you can check that with https://chromewebstore.google.com/detail/spectorjs/denbgaamihkadbghdceggmchnflmhpmk?pli=1

The trees are considered transparent because you plugged something into the FragmentOutput.a input. Just remove the connection to this input, and it should work as expected.

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