Hello, I’m doing a fading shader like the one in unity documentation (Transparent shader with depth writes)
The principle is quite simple I made a shader that writes depth like this :
Pass
{
ZWrite On
ZTest LEqual
ColorMask 0 // remove the white color
}
In urp we cannot have multipass shader graph so I use two materials on the same mesh renderer to make it work. The first material is the depth write shader and the second is a urp lit transparent material.
I get the desired result :
It works great !
But I actually need to make the same effect with renderer features because I do not have control over every mesh renderers and some of them have multiple materials (one for each submeshes).
So I thought it should be quite simple, that is exactly what render objects in the renderer features is made for !
yet it does not work correctly, we can slightly see the door inside the mesh.
I tried to set different events for the render objects but I cannot get it to work.