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Won't Fix
Won't Fix in 6000.1.X
Votes
0
Found in
2022.3.53f1
6000.0.30f1
6000.1.0a7
Issue ID
UUM-90086
Regression
No
Depth Texture Mode "After Opaques" breaks when "Full Screen Pass Renderer Feature" is added
Reproduction steps:
1. Open the attached “IN-89923.zip” project
2. Open the “SampleScene”
3. From the Project Window, select “URP-HighFidelity-Renderer.asset”
4. In the Inspector, enable the "Full Screen Pass Renderer Feature"
5. Enter the Play mode (Optional, if nothing changes after Renderer Feature is enabled)
6. Observe the Game view
Expected result: The blue water layer is visible
Actual result: The blue layer turns white
Reproducible with: 2022.3.53f1, 6000.0.30f1, 6000.1.0a7
Couldn’t test with: 2021.3.46f1 (The Renderer Feature did not work)
Reproducible on: macOS (M2 Max), Windows 11
Not reproducible on: no other environment tested
Notes:
- Scene view shows the expected result
- Also reproduces in the Player
- The water shader (Transparent Depth Shader.shadergraph) relies on reading the Scene depth, for that, "Depth Texture Mode" is set to "After Opaques". If the “Full Screen Pass Renderer Feature” is not enabled, the "CopyDepth" pass is right after “DrawOpaqueObjects” and it works as expected (Can be observed in the Frame Debugger). However, when the Renderer Feature is enabled, the “CopyDepth” pass is after “DrawTransparentObjects”, meaning the depth is copied after the transparent pass and the water shader no longer has access to the correct depth
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Resolution Note:
Thank you for reporting a bug to Unity.
We acknowledge the issue in Unity 6 with URP Compatibility mode, however this mode is not in development anymore and mostly here to help you to port your projects to URP Render Graph in Unity 6. All new URP projects use Render Graph by default in Unity 6.
The current issue (blue water layer being white with the Feature ON) doesn't appear in URP Render Graph and after verification, the CopyDepth pass is correctly positioned in the list of render passes with the Renderer Feature enabled.
To enable Render Graph with URP in Unity 6, go to Project Settings > Graphics > URP > Render Graph > Disable Compatibility Mode.
You can find more info on Render Graph in Unity documentation, on Unity forum and even on Youtube.
Thank you again for taking the time to report this issue.
Resolution Note (6000.1.X):
Thank you for reporting a bug to Unity.
We acknowledge the issue in Unity 6 with URP Compatibility mode, however this mode is not in development anymore and mostly here to help you to port your projects to URP Render Graph in Unity 6. All new URP projects use Render Graph by default in Unity 6.
The current issue (blue water layer being white with the Feature ON) doesn't appear in URP Render Graph and after verification, the CopyDepth pass is correctly positioned in the list of render passes with the Renderer Feature enabled.
To enable Render Graph with URP in Unity 6, go to Project Settings > Graphics > URP > Render Graph > Disable Compatibility Mode.
You can find more info on Render Graph in Unity documentation, on Unity forum and even on Youtube.
Thank you again for taking the time to report this issue.