Apologies if I’m necrobumping, but have been dealing with this recently (first post here)
This seems like a render order issue to me.
When writing to the depth buffer in a transparent shader (using “depth pre-pass”) - I believe its important to set render order.
In this screenshort (and seems like in yours) - sorting is done front-to-back (which is wrong)
- Front cube’s renderQueue = 3000 (render first)
- Rear cube’s renderQueue = 3001 (render second)
- Front cube is rendered first, and writes to depth buffer.
- Background cube is rendered second. The occluded fragments fail the depth test (against front cube) and get discarded.
When setting render order to “back-to-front”, this is resolved. (occluded fragments are no longer culled)
To resolve this, the render order needs to be set back-to-front. (So rear cube is rendered first, and is not culled in depth test)
For transparent objects - I believe Unity performs back-to-front sorting automatically.
(So transparent shaders with identical render order will render back-to-front) - Would love to get a confirmation on this.
This is the shader I am using, with a depth pass followed by surface shader pass:
Shader "Custom/surfaceTransparent_b"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Alpha ("Alpha", Float) = 1.0
}
SubShader
{
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
LOD 200
// first pass writes to depth buffer only (make sure sorting is done back-to-front! otherwise occluded fragments will get discarded!)
Pass
{
ZWrite On
// disable rendering to color channels
ColorMask 0
}
// second pass renders frag color and alpha ( using transparent surface shader )
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
BlendOp Add
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows alpha:fade
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
float _Alpha;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = _Alpha;
}
ENDCG
}
FallBack "Diffuse"
}
Including this depth-pre pass is useful in making sure that complex transparent meshes can have depth-sorting, to prevent such sorting issues:
This can be solved by writing to the depth buffer in a depth-only shader pass, followed by normal shader pass: