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By Design



Found in [Package]

7.1.1, 7.1.2

Issue ID




[URP] Background's Transparency is lost on Render Texture when Post Processing is enabled on the Camera

Package: Scriptable Render Pipeline Universal


How to reproduce:
1. Open the attached project
2. Open the Scene labeled "SampleScene"
3. Select the "Camera" in the Hierarchy parented by the "Sphere" GameObject
4. Enable Post Processing under the Rendering tab for the "Camera"

Expected result: Texture keeps its Transparency.
Actual result: Texture has the Environment Background at full Opacity

Reproducible in: 2019.3.0b9, 2020.1.0a11 ( 7.1.1, 7.1.2)
Couldn't test with Unity versions lower than 2019.2.11f1 (No Post Processing on Camera in LWRP)

  1. Response avatar

    Resolution Note:

    by-design for now. As soon as you enable post-processing, it will do a few things, among which the uber pass (with color grading etc).
    The alpha is killed because we're using optimized render target formats without alpha support.

Comments (6)

  1. 6c118beb17376f048138dc55a737c628?d=mm


    Jan 07, 2022 19:13

    I have the same issue regarding this limitation - it's very annoying. Best regards, Kreshi

  2. 1ece92eb92cc588d5afcb280bd1df6ab?d=mm


    Mar 27, 2021 08:40

    +1 . Unity 2019.4.19f1, URP 7.5.3

  3. 35ab83cad67c105a683cf153c7cb190d?d=mm


    Nov 10, 2020 20:45

    agree with the comment "XAVIERBERGERON"

  4. 6572880430672eb1bfb3d90ffa3bef69?d=mm


    Oct 12, 2020 15:58


  5. 38a4a270eb09b25aaf26b0bdcfae1fbb?d=mm


    Oct 05, 2020 18:26

    agree with the comment "XAVIERBERGERON"

  6. 2b6b19ddef559fffa7462a8299cc07f1?d=mm


    Aug 08, 2020 22:18

    I am using this workflow to create asset images for use in UI, rather than drawing the models directly in the UI. I need transparency around these assets, and I also need my post-processing stack active (in order for the looks to remain consistent). Is there a current workaround for this?

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