issues with background rendering (sky) in deferred

Please,
see picture, these are most simple shader setups.
In forward mode the sphere renders correct behind the terrain, in deferred is doesn’t.
What could be going wrong here or what may I forgot to add to have the blue sphere also rendered in background in deferred mode?

Regards! Tom

I’ve just seen the same issue - did you ever fix it?

Nopes :frowning:
I was hoping the shader forge devs got it on their list but doesnt look like it has been fixed currently.

It is not a shader forge issue though - it seems Deferred ignores render queue settings for any shader (certainly the background tag) - I can not make a simple shader render an object before everything else in deferred like in forward mode - it must be physically positioned behind.

There is no info about this in the docs so I hope someone can come forward and explain.

A workaround might be to alter the vertex z values in the shader while still rendering at same size on screen but I don’t know how to achieve that…

Might be a custom render queue issue. Unity likes to set the value on materials now when it really should not.
Select the material in the editor. Right click on the inspector tab and select “debug”. Set the Custom Render Queue to -1.

hm, tried it, it didn’t have any effect at all. :-s I was hoping this was the magic trick. Am I missing something?

Okay, alternative solution. Set that number to 1000.

Also you can use the Window > Frame Debugger to see when it’s being drawn which might help.

nopes…nothing :frowning:

frame debugger instantly crashes…in a just plain simple project…

Report it to Unity with a copy of your project. I’m pretty sure they’d be interested in a crash in the frame debugger.

If you don’t want to send the entire project, try creating a new one with the fewest parts possible and see if you can still crash.