Search Issue Tracker
Won't Fix
Votes
0
Found in
2022.3.56f1
6000.0.34f1
6000.1.0b3
Issue ID
UUM-95331
Regression
No
Setting Shader Graph to Surface Type "Transparency" and Render Face "Both" breaks the preview
How to reproduce:
1. Create a new URP Unity Project
2. In the project window, right-click -> Create -> Shader Graph -> URP -> Lit Shader Graph and open it
3. In the Graph Inspector, change the Surface Type to "Transparency"
4. Change the Render face to "Both"
5. Observe the Preview
Expected results: The preview doesn't look corrupted
Actual results: The preview looks corrupted
Reproducible with: 2022.3.56f1, 6000.0.34f1, 6000.1.0b3
Reproducible on: macOS Sequoia 15.1 (M1)
Not reproducible on: No other environment tested
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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note:
Investigation shows this is expected behavior for transparent materials with double-sided rendering (Both faces). The artifacts occur due to alpha sorting issues when rendering multiple polygon faces without depth writing, which is standard for transparent materials.
While technical solutions exist (such as using depth pre-pass), implementing them would cause performance overhead and potentially create inconsistencies with normal transparent rendering behavior. Additionally, modifying just the ShaderGraph preview would create misleading expectations about actual runtime behavior.
For users requiring specific sorting behavior, we recommend implementing custom shader solutions. The current preview accurately reflects the actual rendering result, which is important for proper shader development.