Hello. I need help with URP. URP was released not so long ago, so there isn’t much information anywhere. In URP, there are exactly the same problems with transparency (z-buffer) as on the standard pipeline. On the standard pipeline, I found a solution – Order Independent Transparency - Depth Peeling by Nvidia (GitHub - candycat1992/OIT_Lab: ✏ Order-independent Transparent in Unity). This solved the problem with incorrect rendering of transparent geometry. OIT is written for a standard pipeline, but i have not enough experience and knowledge to rewrite the old solution with a new pipeline. Are there any ready-made solutions for rendering complex transparent geometry on URP?
1 Like
Did you manage to solve this problem? Can’t figure out how to apply Weighted Blended OIT to URP shader - preferably in shader graph.