Search Issue Tracker
By Design
Votes
0
Found in [Package]
12.0.0
Issue ID
1330506
Regression
No
URP custom renderer layer transparency is not rendering objects in correct order
How to reproduce:
1. Open attached project "sofremake.zip"
2. Open "Sample" scene
3. Enter PlayMode
4. Go next to a wall and shoot (Left mouse button) into it at various angles
Expected result: Muzzle effect is not in the wall
Actual result: Muzzle effect is inside the wall
Reproducible with - 11.0.0 (2021.1.8f1), 12.0.0 (2021.2.0a17)
Could not test (URP errors) - 2018.4, 2019.4, 2020.3
Notes:
The weapon and muzzle stays in the wall with all layers up to "BeforeRenderingPostProcessing"
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
- [Quest] Pitch Shifter causes audio degradation on Quest 2 devices when sped up
- "GUI Error: Invalid GUILayout" and "NullReferenceException" are thrown when adding Scenes to "Scenes in Baking Set" in Adaptive Probe Volumes
- Inspector window not updating when switching GameObjects in Play Mode while having a VR headset connected
- "UnityException: GetName can only be called from the main thread." erors are thrown when the Shortcuts window is opened and entering Play Mode with a shortcut
- [Android] Light2D visuals stacking over frames when using RenderGraph
Resolution Note:
The transparent rendering works as expected. It uses the depth buffer from the opaque rendering to ensure the transparent objects are visible for the user without writing new depth information in order for transparent objects to be rendered on top of each other.