Enabling Early Z pass on Masked materials in render settings is giving me a huge boost in a scene with tons of foliage. However, it is unable to render 2d sprites in some areas while causing jagged shadows of characters in one area. I initially thought that the jagged shadows were being caused because of something else. Turning Early Z pass off or setting it to automatic fixes the shadow issue but brings back the overdraw and shader complexity.
My questions:
>I have been reading up on early Z pass for a while now and it seems like a breakthrough for making alpha-heavy scenes. Why doesn't UE4 have it enabled on masked materials to begin with?
>What else did I miss while reading up on it?
>Has anyone encountered the 'bad rendering' issue of 2D sprites with enabled Z pass?
If anyone has any content regarding this matter, please let me know.
All help is appreciated.
My questions:
>I have been reading up on early Z pass for a while now and it seems like a breakthrough for making alpha-heavy scenes. Why doesn't UE4 have it enabled on masked materials to begin with?
>What else did I miss while reading up on it?
>Has anyone encountered the 'bad rendering' issue of 2D sprites with enabled Z pass?
If anyone has any content regarding this matter, please let me know.
All help is appreciated.
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