I was wondering if there was a fix to Unity not being able to see through transparent materials using the Path Tracer. I have tried using HDRP 7.0.1 through to 7.1.6 with Unity 2019.3.0f1 through to the latest alpha build, 2020.1.0a14.
I believe what you are experiencing is the fallback when your objects are single sided.
Basically, pathtracer fallbacks to “thin” model (no ray refraction / intersection) if the object is single sided.
Cf documentation.
I’ve seen the problem is related to asset bundles.
When I assign the material directly in the editor it works properly, but if I assign the material via asset bundle during execution then there is no transparency. Maybe I’m doing something wrong when I create the asset bundles with the materials inside.
Maybe I have to include a shader in the Always Included Shaders?
Okay I see, it might make sense if you built the asset bundle a on project where raytracing wasn’t supported.
Technically, when building a bundle, HDRP include the shader pass it needs, so if there’s no raytracing support, it won’t include the pass.
Then, when you import your asset in a project to render with raytracing, the shader still don’t have the pathtracer pass, so it does not render correctly. More details here .