How does unity process custom shaders in final build?

Heya, I was wondering if unity does any special procedures when processing shaders for your final build? I have a custom shader with shader graph that behaves correctly in the editor but when I build it is clipping in and out of other shaders for some reason.



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The debug logs do not say anything about it. I can see the shader showing up and working, it’s just clipping through other opaque geometry when it should be drawn after them as its a transparent shader.

Do you think unity changes the render queue in final build? Or process transparent shaders differently?