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