OIT Order Indipendent transparency in URP

Hello,
Unity does not provide a shader that implements OIT inside URP. I find this on the asset store:

but I think it is working only in Built in render pipeline.

Do you know where I can find an URP-ready IOT solution?
Why it is still unavailable a shader that performs OIT after so many years from Unity URP release?

OIT implementations need more than “a shader” that you slap on an object, they all require various different levels of modification to the render pipeline to achieve. The examples in that asset never show the objects using built in transparent shaders overlapping with the OIT ones because they can’t interact properly and the OIT ones likely render entirely on top or behind the built in ones.

As strange as it might sound, it’s actually harder to modify the URP to support OIT than the built in pipeline because the tools they expose to let you add rendering features to the URP are sometimes limited.

My guess is that asset is using depth peeling, which requires a dynamic number of passes with special settings for each render pass, which is not easy to do with URP, but quite straightforward for the built in Renderer.

Thank you bgolus.
I’ll leave this thread in case someone will find a workaround ora a good tutorial to this missed piece in URP.

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