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Fixed

Fixed in 6000.2.0a6

Votes

0

Found in

6000.0.0b1

6000.1.0a1

6000.2.0a1

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

 

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

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