Search Issue Tracker

Active

Votes

0

Found in

6000.0.0b1

6000.1.0a1

Issue ID

UUM-86609

Regression

No

[HDRP] Water is using the wrong depth when calculating absorption for alpha clipped transparents with depth prepass enabled

--

-

*Steps to reproduce:*

1. Open attached project

2. Go to game view and check the hair of the fia_model

*Actual results:* Absoption is fine when there is an opaque behind the transparent before refraction

*Expected results:* The absorption should use the proper depth (the depth prepass) and not the depth from opaque objects. 

As a test you can enable the custom pass which forces rendering the depth prepass in the opaque depth buffer before the depth is being downsample for other uses.

*Reproducible with versions:* 

*Not reproducible with versions:* 

*Can’t test with versions:* 

*Tested on (OS):* 

*Notes:* [https://gyazo.com/764ec2418dd861f0aadc8b575d022e1e|https://gyazo.com/764ec2418dd861f0aadc8b575d022e1e]

 

*!image-2024-11-05-18-02-09-212.png!*
*  

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.