Hi, I got a strange effect here: I use occluder objects to occlude objects in my scene. The occluder object has no transparency and gets rendered with rgba color masks set to zero. I do that by adding a ColorMaskChunk material with rgba channels set to false. I additionally add a negative sort key in order to force the occluders to get rendered first. Now I got an object consisting of "standard" materials and of geometry shaded by some fancy shaders. The thing now is, that only the shader shaded geometry gets occluded by my occluders. Also semitransparent materials "respect" the occluder. All these observations lead to the assumption that the sort key gets somehow ignored for "opaque" objects. This would be ok if all opaque objects were rendered opaque! With a colormask set to false the object should be treated as semitransparent and thus should be sorted.
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