can someone help with this render problem (depth pre-pass render in wrong order)
if look from this angle (let say this side is front) it render in correct order
if look from this angle (back side) it clearly see that it render the behind first
these are 2 object incase image is unclear
this game is made in godot 4.5
problem is if look at group of these objects from some angle it will render in wrong order when using transparent mode = depth pre-pass
i spawn these objects using multimeshinstance3d these objects are quad-mesh i tried using standardmaterial3D with transparency = depth pre-pass, shading = unshaded, and assign texture to albedo, billboard = enable
the problem happens just like in the images the problem gone (render in correct order) if i use transparency = alpha hash or alpha scissors but it look very ugly for texture that is not fully transparent so i want the objects to look like using depth pre-pass but render in correct order just like alpha hash and alpha scissors
(more info not necessary)
i tried using .gdshader instead i didn't do it myself i use LLM because i dont know about shader language and it have the same problem but even worst because the problem with render in wrong order also happend with texture with no transparency too when using standardmaterial3D it happand only when use not fully transparent texture
(these object is very important for this project it need to look transparent and have a lot of it just like in the image and need to see in clearly like in correct order so player can interact with it)
this is PNG that has no transparent at all
my life is depend on this project thanks for helping
Posted Nov 14, 2025, 1:45 PM UTC