I’m trying to blend shadows. In fact, they are basic planes with opacity mask. If I put two planes on top of each other, they are not blending together.
Also, depending on the orientation of the camera, I can see one plane and on other orientation, I can see the other planes. It is like a Z-fighting even if a plane is at 0.0025 m (2.5mm) on Y-axis over the other.
How can I blend these textures together?
Why a plane or another can be visible depending the angle of the camera?
Is there another way to achieve what I want?
Image 1: Big shadow is on top of a small one
Image 2: Small shadow is on top of the big one from another angle
The engine renders a special viewport map called depth map to be used to sort the order of blended meshes.
Disabling Depth Write will exclude this material (and all mesh instances using it) from getting rendered in that map. So they will not be taken into account for blending ordering.