New answers tagged screen
To close gaps created from a plane cut, assuming otherwise closed geometry, you should be able to do it with just the depth buffer. Depth buffer contains front face depth after rendering the cut geometry. Render backfaces (using an inverted cull mode), thus selecting only the pixels that would appear on the gaps. Use plane normal instead of interpolated ...
I assume by gaps you mean you want to render caps to the top. Not sure if this is still the preferred approach, but you can use clipping planes with stencils. An example would be here. An alternative approach might be to render your object with just backfaces first. The problem is that your geometry has diagonal front faces on the corners which would ...
Most of the time "Generate Mip Map" is the core reason behind such problems. Please switch off this option for all sprite import setting. This option is only needed for 3D objects where the engine can scale down the texture according to the z distance for performance optimization. You can read more about Mip Maps in this link - ...
After changing Main Camera setting according to this photo: , I have solved my problem. @Jon might have said same thing but my English was not enough to understand. Thank you all for your help!
Gameobjects with same coordinates or depth values sometimed cause jitter or overlap (as seen in your question). Try changing depth or sorting axis.
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