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By Design
Votes
0
Found in [Package]
7.1.1, 7.1.2
Issue ID
1193599
Regression
No
[URP] Background's Transparency is lost on Render Texture when Post Processing is enabled on the Camera
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)
Comments (7)
-
GameDevDustin
Jun 18, 2023 21:24
I have the same issue. Using the camera w/ render texture for a card game.
The card window is supposed to render the 3D objects while being transparent background.
Post processing breaks this.
Using Solid Color as Background Type, hence the backgroun turns blue.
It also seems to block nearby in-scene UI elements that hover slightly in front of the card window.
Moving them farther from the card makes them visible again.
I would really like an option for the background to be transparent!
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Kreshi
Jan 07, 2022 19:13
I have the same issue regarding this limitation - it's very annoying. Best regards, Kreshi
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KorbenDallasMultiPass
Mar 27, 2021 08:40
+1 . Unity 2019.4.19f1, URP 7.5.3
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TristinNewby
Nov 10, 2020 20:45
agree with the comment "XAVIERBERGERON"
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TarekMr
Oct 12, 2020 15:58
+1
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Temka_193
Oct 05, 2020 18:26
agree with the comment "XAVIERBERGERON"
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xavierbergeron
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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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.