Hi, I followed [this thread](http:// Graphics.Blit with a material is just giving me a big blue box ) where someone suggests to use pass=0 when using Blit with URP or HDRP ShaderGraph based materials. This seems to work really well, I’ve run a bunch of tests and the Blit results are very accurate.
This unfortunately breaks-down when using bright transparent materials.
If you have a blank RenderTexture and you use a regular shader to render 1,1,1,0.5 using Blit, that RenderTexture contains the exact transparent white you drew.
If you try to do the same using a ShaderGraph, the white is unfortunately blended with black by default so you end up with a 0.8, 0.8, 0.8, 0.5 grey. I haven’t been able to find a solution given the limited number of base shaders available in the graph, currently I’m using a Sprite Unlit when alpha blending mode and that seems to give the best results. (I’m trying to do some shape boolean operations on some basic 2D stuff… very UI).
Anyways, I have found that you can create the RenderTexture and pre-Clear with a fully transparent white GL.Clear(true, true, new Color(1,1,1,0f)) and you’ll get the correct result when following up with a transparent white alpha shape from a shader graph.
However, this approach isn’t enough because other colors (like a transparent green or anything) will become more white than they were supposed to be.
I haven’t figured out a solution to get around this, so I guess I’ll be using old fashioned shaders for the time-being. Has anyone encountered this, or have any tips? Is this a bug?