I will try to answer all your questions in this message :
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missing recursive rendering
You already have it in the volume profile, this is why you can’t add it again :
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“Preserve the color” when switching to the ghost effect
I don’t know what you did in your shader or in you c# code, so I can only blindly guess what is happening :
A Did you add a texture input in you shader ? If not, it is not going to sample the color texture from nowhere
B.a If you are changing the material to an other one, make sure to assign the texture to the transparent material
B.b If you are changing the shader on the same material, the texture property needs to have the same reference name -
“Hip balls”
This is how regular transparent rendering works, all transparent objects are rendered and overlap. You made this change by enabling SSR because SSR causes to do a depth prepass. You could have done the same by using the depth prepass toggle. And yes, it hides the pyramid and ball behind because, like I’ve already explained in an other thread, once a transparent writes to depth, it hides others transparent objects behind it because of depth testing -
“Glowing sphere”
I’m not sure about this one, I might need to investigate.
Note that I am not your personal support engineer, Unity has dedicated pro services if you want to have that, so unless explicitly asked for, do not PM with help request, the forums and community are here for that.
you helped thanks but the emisison not working for glass or regular opaque inside glass objects needs to be fixed ASAP!
I don’t know what is happening on you side with the emission issue, I tried quickly and it works fine. If you REALLY think it is a but, you should consider submitting a bug report with a minimal repro project : Unity QA: Building quality with passion
