GameObject's translucent color being affected by camera's bg color

I have tested this with two types of pipeline projects, URP and BRP.

For URP project, I used Recorder-Image Sequence, Recording Mode-Single Frame, Source-Texure Sampling, since Source-Targeted Camera is not available for URP.

For BRP project, I used the same setting with URP, but I used Source-Targeted Caemra this time.

And what I found is that recorder captures a wrong translucent color in both pipelines.

The translucent texture of GameObjects is affected by the setted camera’s background color.

For example, here is a picture of two translucent squares (alpha 0.5) from Photoshop.

When the main Camera’s background color is default blue (#314D79 with alpha 0),

the translucent part is a bit blue, eventhough alpha capture is enabled.

When the main Camera’s background color is completely black (#000000),

the black translucent part looks fine, but the white translucent part seems to be a bit dark.

When the main Camera’s background color is completely white (#FFFFFF),

the white translucent part looks fine, but the black translucent part seems to be a bit bright.

I want Photoship-like result. What’s wrong with this recorder?

Is it something I need to adjust with the texture? Not the reocrder?

I really want an answer for this issue…

  • My Unity settings

Pictures are from BRP project and all in default settings.

why not simply change from solid color to unitialized

I have tested, and unitialized is considered as black background color.

White color is printed a bit dark. It is the same for Dpeth Only or Don’t Clear in BRP.