Exclude mesh from Depth Occlusion

It would be great to exclude meshes from the depth occlusion.
Right now I have a custom shader/material to render shadows on top of the meshing-generated mesh, but the shaders look very buggy since they are partially occluded at all times. If this mesh could be excluded I could render nice shadows on top of the ‘real’ world mesh!

Code: GitHub - dilmerv/ARFoundationOcclusion at feature/URPOcclusion

Hey Dylan,

Thank you for the suggestion. It has been passed to our internal teams for review.

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