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When reading from the depth texture in the shader, everything becomes messed up if it overlaps itself.
I think when this happens no specific draw order is imposed.
Steps to reproduce
1- Make a model that overlaps itself
2- Make a shader material that reads from DEPTH_TEXTURE.
Reading from the depth texture forces the material to be transparent, which causes transparency sorting issues. These are an inherent limitation of the rendering engine, and cannot always be resolved.
Godot version
4 beta 6
System information
Kubuntu
Issue description
When reading from the depth texture in the shader, everything becomes messed up if it overlaps itself.
I think when this happens no specific draw order is imposed.
Steps to reproduce
1- Make a model that overlaps itself
2- Make a shader material that reads from DEPTH_TEXTURE.
Minimal reproduction project
gd4test.zip
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