Segmented dimmer combined with occlusion mesh

Unity Editor version: 2022.2.0b10
ML2 OS version: Build: B3E.220818.12-R.085
MLSDK version: 1.0.0
Host OS: both Windows + MacOS

When using the segmented dimmer in combination with the meshing feature, there is an issue when an object with dimming layer moves behind a real world object with the applied occlusion shader.
When the dimmed object moves behind the real world object, the visuals are properly occluded but the "dimmer shadow" is still being drawn.
The meshing subsystem can only be part of either the visual layer that's being rendered by the scene camera or the segmented dimmer layer.

A workaround could be to have second meshing subsystem on the segmented dimmer layer that would do the same occlusion for just what's being drawn to the dimmer layer.

And as a further idea: If the segmented dimmer feature allowed to have a multiple layer mask selection, we could define a dedicated layer that is rendered on both visual and dimmed camera views. But in this case I'm not quite sure if the same occlusion shader would work the same way as on the visual layer...

Hi Florian,

Thank you for reaching out regarding this issue. We are working on new tools/APIs that will allow developers to have more flexibility when enabling the segmented dimmer. Stay tuned for more details, closer to the release date.

Too make sure we consider all implementations, I have also submitted your feedback to our Voice of Customer team.