To address the issue of your Spine character appearing outside the sphere when adding VFX, you can use the Depth Offset parameter to adjust the rendering order of attachments. However, since your camera is positioned slightly higher and tilted, a simple negative depth offset might not be sufficient.
Here are a few steps you can try to resolve this:
Adjust Depth Offset: Continue using the Depth Offset parameter but fine-tune it to find a value that works well with your camera angle. This parameter is customizable in both C++ and blueprints.
Shadow Bias Adjustment: If shadows are causing issues, you can adjust the Shadow Bias
property in the DirectionalLight settings. Setting it to a value like 0.1
can help eliminate gaps and improve the visual consistency of shadows.
Custom Shader: If the above methods do not fully resolve the issue, consider creating a custom vertex shader. This shader can offset the output z position based on the local y position of vertices, ensuring that the character appears correctly within the sphere from your camera's perspective.
Depth Write and Z Spacing: Enable the Depth Write
property and add minimal Z Spacing
(e.g., -0.01
) at the SkeletonAnimation
component. This can help the skeleton render to the depth buffer correctly, ensuring proper integration with VFX.
Check Light Settings: Ensure that your light settings are configured correctly. Sometimes, adjusting the light settings can resolve rendering issues related to depth and shadows.
For more detailed adjustments, you might need to experiment with these settings to find the optimal configuration for your specific scene and camera setup.