Hi, we just got a bug report from a player about being able to see into a smoke grenade when forward rendering is turned on. Is there a setting we can turn on in cascade that ensures that nothing behind the smoke grenade will be rendered?
you could spawn a two sided opaque sphere in the center of the smoke cloud. you could just try to match the color of the smoke. [edit: a sprite in the center may also work, downside to color matching is there may be a visible line where the mesh intersects the ground and walls]
Alternatively, you could set the sphere to render a custom depth pass and not render in the main pass so that it is invisible. Then use your post processing to mask out stuff using custom depth. Then set the post process blendable location to before translucency, so you can see the smoke and muzzle flashing and any other translucent stuff outside the sphere. possible issues is that miscellaneous translucent stuff like windows if translucent wont be filtered out. also I’m only like 90% sure this works in forward shading.
Opaque sphere works, the reason ours was looking a bit dodgy was because it was set to lit and the sprites were set to unlit so they didn’t blend in. Masked also works so you can use alpha erosion to fade it in and out.