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Votes
0
Found in
2021.3.33f1
2022.3.15f1
2023.2.3f1
2023.3.0a17
Issue ID
UUM-58291
Regression
No
Transparent GameObjects are not visible behind other transparent GameObjects when "Receive SSR Transparent" material property is enabled
How to reproduce:
# Open the “Transparency.zip“ project
# Open the “OutdoorsScene“
# Select the “TransparentFront“ material (Assets > Materials)
# Enable the “Receive SSR Transparent“ property in the Inspector
# Observe the Game view
Expected results: The second GameObject is seen behind the first transparent GameObject
Actual results: The second GameObject is not visible behind the first transparent GameObject
Reproducible in: 2021.3.33f1, 2022.3.15f1, 2023.2.3f1, 2023.3.0a17
Reproduced on: Windows 11 Pro
Not reproduced on: No other environment tested
Note: Also reproducible in the Player
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Resolution Note:
The issue is reproducible.
The culprit, however, is not the Receive SSR Transparent flag itself, but rather the Transparent Depth Prepass flag that is automatically enabled.
Transparent Depth Prepass is required in order for SSR to work, since the technique operates on the depth buffer.
The consequence of enabling Transparent Depth Prepass is that only the frontmost transparent object is visible (see https://forum.unity.com/threads/question-about-transparent-depth-prepass-when-handling-multiple-transparent-objects.724628/).
There are two workarounds: 1) make objects behind reflective transparent surfaces opaque, or 2) use ray tracing.
In the case of rasterization, it is working as intended.