Hey guys... I'm back at it after a long break focusing on other life stuff (short for I got lazy and slacked off for many months). As always, the posts here help motivate me and keep going.
As I'm getting back into stardiver dev, I started w what is fun to me (not what needs doing)...lol. So, I wanted gas giants to look more banded and flowing more. I got something I love the look of, but I am getting what I suspect is material rendering order issue making it flash (similar to z fighting. All layers are particle/multiply or multiply-double). For unity devs on here, is there any way to lock down the order the engine renders it's materials?
Here is the a video of the issue:
https://www.youtube.com/watch?v=x7AJWUYJLZU&feature=youtu.be
I could just call it a lightning storm... and every gas giant has it in the brightest areas, heh...
Sorted this out. I'll add the fix here for anyone in the future that hits this issue. Unity has a render queue and for whatever reason the order of the materials being rendered is shifting at runtime. You can manually set the renderQueue per material.
The hidden tidbit that I could only find burried in a wiki somewhere was that the renderqueue for all transparent materials starts at 3000. So for my case the order gets set to something like this:
surface planetary shader = 0
cloud1 multiply = 3001
cloud2 multiply-double = 3002
cloud3 multiply = 3003
... and so on.
So...... no more flashing gas giant w lots of layers of shifting awesomeness.