Tell me why this bug appears with the rendering queue?
URP project, Unity version 2023.2.7, materials with bugs are standard URP Lit, the settings are all standard, what could be the problem?
Tell me why this bug appears with the rendering queue?
URP project, Unity version 2023.2.7, materials with bugs are standard URP Lit, the settings are all standard, what could be the problem?
Does the mesh use a transparent material?
Indeed, I switched to transparent, changed it back and everything is displayed normally…
but there’s still a question: what if I need to make a transparent floor?
I make it transparent and it starts to switch like this and the shadow is not cast…
Could you use opaque with alpha clipping?
Transparent almost always renders after opaque because it needs to show opaque objects behind it
with alpha clipping the same as without, and threshold does not regulate transparency in any way…
probably need to write a separate shader, the standard one is not suitable for such things…
With transparency, a shadow is not cast, there is also a problem with the queue as in the video, it’s strange that a standard urp lit shader works like that…
Maybe stencil rendering might help a bit?
This is probably expected when using transparancy. Maybe you could set the render queue of the occluder to transparent +10 or something?
Also update to Unity 6, as the tech stream probably isn’t too stable
I download unity 6000 and install basic urp template, but some materials are not displayed (example in sreenshots), is this normal or is there something wrong with me?
And how stable is it? Is it possible to write a project on it or is it just a test for now?
You can make projects on it. It is in preview now.
Using tech streams/previews/beta all have some stability issues, so if you work with them I recommend to update decently often.
For stability use LTS, which Unity 6 will be after the preview.
It could be that the demo is not updated yet