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Votes
2
Found in
6000.0.48f1
6000.1.2f1
6000.2.0a10
6000.3.0a1
Issue ID
UUM-104832
Regression
Yes
GameObjects are transparent when a custom fog renderer feature is enabled
How to reproduce:
1. Open the attached "IN-98594" project
2. Open the "test" scene in the Project tab
3. Make sure “Effects” is enabled in the View Options overlay
4. Select "RenderPipeline_Renderer" asset in the Project tab
5. In the Inspector enable the "Fog (Fog Feature)”
6. Observe the Scene view
Expected result: Character model is visible in the Scene view
Actual result: Character model is not visible in the Scene view
Reproducible with: 2023.2.0a18, 6000.0.48f1, 6000.1.2f1, 6000.2.0a10
Not reproducible with: 2022.3.62f1, 2023.2.0a17
Reproducible on: Windows 11
Not reproducible on: No other environments tested
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Resolution Note:
Hi there!
After further investigation, it seems the remaining problem on this issue comes from the custom fog pass. It seems that the camera depth texture is being configured as the rendertarget, but is being used as an input as well. If you do need both, I suggest using a temporary depth texture for the first blit, just like you're doing for the color. If you don't need to write anything specific to the depth texture, I suggest instead to change slighty the custom fog pass. In OnCameraSetup(), you could change ConfigureTarget() and call the version that only sets the color (basically, just remove _depthRenderTexture as an argument). This fixes the problem in the repro project as the depth texture is then okay for the skybox pass, making it not draw over the opaque objects.