Sorting/Rendering Order between shape and unity mesh renderer
Hey,
I'm just wondering if you can simply set the rendering order of a shape (in my case polylines) and a normal unity object with a mesh renderer. I.e. when the polyline cuts through the object I want it to be fully seen anyway. Changing the Sorting Order above the Priority of the objects mesh renderer does not change anything. The only thing that kind of worked was changing the depth test factor. However that seems to be too impactful on performance.
https://acegikmo.com/shapes/docs/#draw-order suggests you can simply resort, as shapes should behave like normal mesh renderers?
Thanks!
mind that the blending mode also affects this, since opaque objects render before all other blend modes, I'd double check those to