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Ok, finally figured it out! You see how the sphere mesh “cuts” through the cylinder and plane all the way to the skybox. This took me longer than expected to figure this out but thanks to a wiki page (http://wiki.unity3d.com/index.php/DepthMask) I got it all sorted. Before using the shader setup in the wiki page I was using three different cameras with ...


2

Couple of options to get the effect you want - but they do come a a cost: Write the holes into the stencil buffer or destination alpha channel, then draw the skybox last, using a suitable stencil test or alpha blend, and with no z-test? or Render the skybox to a texture at the start of the frame, and project that on to the 'hole geometry' I suspect ...


4

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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