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Geometry from GS in MeshRenderer shows errors with PBR

hi all,

I used a dynamic buffer to input my sprite positions as “PointList” and rendered Quads on them in GS. The scene looks normal with directional light, but with Skylight there are errors.



In @bjoern s example TextureArray he does roughly the same, but inputs transforms to draw “Stride PlaneMeshes” at different positions, and his example works with PBR lightning.

Has this something to do with the “PointMesh” I use on my MeshRenderer or can this be fixed in another way?

It works when setting the Render Stage to Transparent: