Search Issue Tracker
By Design
Votes
0
Found in
6000.3.0a5
Issue ID
UUM-114656
Regression
No
Opacity as density for terrain has an invert behavior compare to layer lit shader
Steps to reproduce:
- Create a terrain
- Use the red texture joined to create the first terrain layer.
- Use the blue texture joined to create the second terrain layer.
- Use the feature "Opacity as Density" for the second/blue layer.
- Paint the second layer with a low opacity.
Actual results: White parts in the base color alpha appear first.
Expected results: White parts in the base color alpha should appear last.
With a low opacity brush, the painting of the second layer should paint firstly the base color corresponding to the dark area of the alpha channel. More you paint and more the base color pixels appear corersponding to the threshold (alpha channel). At 1 (100%) all the pixels of the second layer are visible.
Reproducible with versions: 6.3
Not reproducible with versions:
Can’t test with versions:
Tested on (OS): Windows
Notes:
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
Resolution Note:
The bug as written does not match the observed behavior in HDRP. In both layered lit and on terrain, using opacity as density the alpha white parts of the image appear first.