Being able to take advantage of $depthblend for nice soft CLuaParticles would be splendid. This would probably require recompiling the shaders, and I know you don't like doing that.
The other variant I propose is just a way to render SpriteCard planes in the world. As it is right now, trying to draw a simple unmoving quad leads to a messy visual glitch, as can be seen below.
(Trying to draw a red, 100 width/height quad with a normal of 0,1,0 using render.DrawQuadEasy, and the particle/midsidesprites/midsidesprites material, which has $depthblend.)
Details
Being able to take advantage of $depthblend for nice soft CLuaParticles would be splendid. This would probably require recompiling the shaders, and I know you don't like doing that.
The other variant I propose is just a way to render SpriteCard planes in the world. As it is right now, trying to draw a simple unmoving quad leads to a messy visual glitch, as can be seen below.
(Trying to draw a red, 100 width/height quad with a normal of 0,1,0 using render.DrawQuadEasy, and the particle/midsidesprites/midsidesprites material, which has $depthblend.)
gm_flatgrass 2024-8-1 16-02-24.webm