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.
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?

