Does anybody know how to fix this issue with shadows seemingly appearing in front of the windscreen edge? I am using the outside windscreen shader with rain effects. The model is 3d as in not just a single face, it has a front and back with a top and bottom. The texture transparency is controlled using its alpha channel. I seem to remember reading that the issue is with how the transparencies (windscreen and shadow) are ordered in the view. I am using a json override for the material but I couldn't find any where this is set. Mark
have you though of giving the edge of the windscreen another material? normally those are sanded glass edges.
@DiggerHawk Set the Alpha Sort Value to 7 for the inner Part of the Windscreen Material. If the whole Mesh has the same Material, set it to 7 too.
Thank you for your help. Is it this part of the Json? }, "refName":"REFMAP0", "shader":"L2WINDSCREENOUTSIDE", "sortOffset":7, "srcBlend":"CUBEAB_SRCALPHA", "textures":[ I tried it and it appears to work with 7. Just out of curiosity, why is 7 the magic number? What would 6 or 8 do?
@DiggerHawk Yes, that is the correct Entry in the JSON. The Numbers 5-8 are used for Cars, 1-4 are for Tracks. 8 has the highest Priority. We (SMMG) usually take 7 for Cockpit Windows and 6 for Outside View Windows, so that you always have the Cockpit Window in Front. But sometimes you have to Test it, because Things like Shadows, Rain, Dust... have to be visible, but behind of the Window. If i remember it right, we use 7 as highest Number for Cars, because we did have Problems with Rain and Dust in the Past, when we used 8 for Cockpit Windows.
Thank you for the solution and information. I looked through the Json files looking for something that sounded like it would do the trick but I swear there wasn't anything I could see. That was until you came to the rescue. I will edit all the visor materials for all the chassis when I next have a modding session, appose to a racing session.