So I’ve been running with the solution above for a while now, but am running into limitations. I have 3 layers of geometry, within each layer, I want objects to overlap and depth test normally, but members of different layers should always be forced to render in a fixed order.
Some research has turned up different options, but I’d like your opinion on the best way to achieve this. I’m experimenting with multiple cameras and overlapping viewports, but objects attached to different scenes with different cameras/viewports are still z testing with each other. Even if farther away, I need objects in the ‘front’ viewport to render in front of objects in background layers.