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Fixed
Fixed in 6000.2.X, 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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