A bug in the Wind Effect

Hello, im working on a project and i made a sprite lit shader in shader graph for wind effect for 2d trees and bushes in 3d world. It works but there is a weird thing when the camera moves. I have no idea why its happening. I tred many thing but nothing works.
Unity version: 2021.3.32 URP 12.1

Is there anyone what is the problem?

We have no idea how your graph is configured or anything. We need this information to help.

I’m not sure, but it looks like just your ordinary transparent sorting problem. Does your shader use transparency?

Here is my shader. I am new to shaders.

9534067--1345750--Screenshot 2023-12-17 113241.png 9534067--1345753--Screenshot 2023-12-17 113211.png

Yes, i guess.

BTW, why is the material set to “Sprite Lit” instead of just the regular lit shader?

Edit: So, one thing you might run in to (the problem I mentioned earlier) is that any sort of blended transparency doesn’t do per-pixel sorting. It’s based on the meshes pivot, I think. You’ll have trouble any time you stack a lot of transparent objects together. Instead people often use alpha cut-off type of material.

Because i use it with sprites (sprite renderer material), i am new to shaders. I will resorch cut-off thing that you said.

Your scene appears to be a 3D scene. Sprites are usually for 2D graphics. I wouldn’t necessarily expect a sprite material to work for 3D content.

I don’t know much about the new 2D renderer or how it does sorting, but hypothetically this may also be source of your problem, i.e. if the 2D renderer uses some sort of sprite depth instead of the depth or position.

YOU SAVE ME. I used Quad instead of sprite and changed the shader to normal unlit and it works perfectly.