Greetings, Unity Community,
I’m seeking advice on a rendering order problem within Unity’s HDRP. I have a mesh with multiple materials that are set to opaque but utilize alpha clipping to achieve transparency effects. This setup renders perfectly when the scene’s lighting is disabled; however, as soon as the lights are turned on, some materials don’t render correctly—some textures that should be behind others (in terms of depth) are rendered on top.
Here are the specifics of my setup:
- Shader: HDRP/Lit, with materials set to opaque for alpha clipping functionality.
- Problem: Proper rendering order with lights off, incorrect rendering order with lights on—suggesting a depth sorting issue affected by lighting.
Here’s what I’ve verified so far:
- Alpha clipping is enabled and configured.
- ‘Receive Shadows’ and ‘Receive SSR’ are both enabled.
- No explicit render queue manipulation seems possible in HDRP for these materials.
I’m trying to understand if this is a known limitation with alpha clipping on opaque materials in HDRP when lit or if there’s a workaround I might not be aware of. Has anyone else encountered this, and are there best practices for maintaining the correct rendering order with these settings?
Any insights or guidance would be greatly appreciated!
Thank you for your time and help!