Fix the receive ssr transparent as it does not let you have overlapping glass objects HDRP (930993)

fix the hdrp receive ssr transparent as it does not let you have overlapping glass objects i want to have a glass sphere insoide another glass object but i cannot have the bes tof both worlds even with the sorting priorities set right

SSR on transparent will force depth prepass, so the transparent object in front will hide the one in the back.
You can affect an other material to the one in the back without SSR and set the render queue to be “before refraction”, so it will be rendered before the one in front. But you can not have overlapping transparent with SSR.

again fix the limitations its 2023 not 2001 xbox hardware

The limitation is just how the rendering and the implementation works, I don’t think other SSR methods would handle it differently.
If you want to go further you can enable raytracing with recursive rendering : Use the recursive rendering volume override | High Definition RP | 17.0.3

It will still have some limitations though, as the final ray hit is resolved with rasterisation.

now this is getting me somewhere thanks Remy i would consider training chat gpt to start unlocking god real time caustics and faster real time path tracer for our god games and make SSR more flexible and emission easier to express as the gods aka fallen angels and the non fallen ones on team Jesus Christ always glow light of immortality and developer george guy solves nothing but you are so respectful and kind