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By Design
By Design in 2023.2.X
Votes
0
Found in
2021.3.29f1
2022.3.6f1
2023.1.7f1
2023.2.0b3
Issue ID
UUM-45386
Regression
No
_CameraDepthNormalsTexture ignores material cutout when in Player
Reproduction steps:
1. Open the “DepthNormalWebGL“ project
2. Open the “SampleScene“ scene
3. Build And Run
4. Observe the rightmost quad
Expected result: The quad uses the texture’s alpha and displays a green x
Actual result: The quad is fully green
Reproduced in: 2021.3.29f1, 2022.3.6f1, 2023.1.7f1, 2023.2.0b3
Reproduced using: macOS 13.4.1 (Intel), Windows 10
Notes:
1. Reproduced in StandaloneOSX and WebGL
2. Not reproduced in Editor and Play Mode
3. The reporter uses _CameraDepthNormalsTexture in their post effect for opaque materials with cutouts (leaves)
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Resolution Note:
For the depth normals rendering to work as intended here, the material must also have float _Cutoff property as the replacement shader doing the work relies on this value. As there is no cutoff set, the rendering will treat it as zero and thus will not cut out anything. Adding this property to the shader graph and setting a positive value on it fixes the issue.
Resolution Note (2023.2.X):
For the depth normals rendering to work as intended here, the material must also have float _Cutoff property as the replacement shader doing the work relies on this value. As there is no cutoff set, the rendering will treat it as zero and thus will not cut out anything. Adding this property to the shader graph and setting a positive value on it fixes the issue.