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Painting STM to an object surface

A topic by Draque created 29 days ago Views: 279 Replies: 4
Viewing posts 1 to 5
(1 edit)

Heyo! Back with another question for you!

Is there a good/easy way to make SuperTextMesh paint directly to the face of a surface? The reason I would like to do this is because it would allow me to place STM beneath objects which are using clear-glass shaders. As it stands, STM renders as a shader, and when you place one shader beneath another... the first simply vanishes. If I can paint it to an object, this issue should go away.

Any thoughts welcome! 

Developer (1 edit)

Here are some thoughts:


1. Can you change the render queue for STM and your glass shader for this situation?

2. Is a rendertexture acceptable for this? e.g. point a camera at an STM object, output rendertexture to surface?


Besides that, I do wonder if I could modify the output to go directly to a texture... it would be a pretty big rework though and not technically a mesh anymore, but I do like the potential of this, even if it's just skipping the rendertexture step. Not sure if I could get it running any more eddicient than that does anyhow off the top of my head! (on the fly texture creation vs. extra camera in scene)

Hrm, I will have to mess with the render queue order and see if that works, thanks! I wasn't aware that could make layered shaders stack properly!

Just wanted to give the heads up that the rendering queue order worked like a charm! I can't believe I didn't understand that portion of rendering to screen already. ^^;

Developer

Ok, glad to hear! Also I'm curious, was the render order set to 3000 by default? It should be, but I could swear once or twice it got set to 2000 without me doing anything. Most likely some other script I was editing at the time, but let me know if that has happened to you! (3000 is the default order for transparent objects, 2000 is the default order for opaque)

Just in case, will link this page on default renderqueue values!