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The most robust way to do this is probably to split your geometry into two separate draw calls, one with depth testing and one without. That said, if you want to do it in one batch... 1) If the depth override is set on a per-vertex level, you can do something like this in your vertex shader: output.position = mul(worldViewProjectionMatrix, ...


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While there is some interesting research into order-independent transparency rendering, it's extremely complex to implement. And even sorting individual leaves can still cause artifacts where one leaf overlaps itself. So your safest bet is probably Alpha Testing. This is where you specify a threshold opacity value; anything above that value is rendered 100% ...



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