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Votes

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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

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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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