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Hi @d0rianb , The grid in supersplat editor renders before GS models using normal alpha blending. However, the grid shader performs a test using the fragment alpha against a blue noise texture to decide whether to write a correct depth value for the fragment or 1.0 (/far). This way you get a perfect looking grid where there is no GS and dithered (but correct) grid where there is. Thanks |
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Hi, I'm trying to implement a grid similar to SuperSplat's infinite grid, but my grid renders on top of the splats instead of behind them.
How does SuperSplat handle the depth ordering between UI elements (grid, bounding boxes, etc.) and the splat rendering? Are there specific depthTest/depthWrite settings or layer configurations I should use?
Thanks!
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