I’ve gone and tested this feature on every version of URP I could find, from 2019.3 to 2021.1, and they just don’t seem to do anything, even on 2021 where it’s no longer marked “Experimental”:
It’s even included in the screenshot in the docs, but the docs themselves don’t seem to bother explaining them.
This is the equivalent setting that is shown in Project Settings Graphics, when no custom asset is used.
But, when using a custom render pipeline asset (including the reference to 2D Renderer Data), the settings are hidden, I assume because you are meant to use the settings on the Renderer 2D Data.
But… while the Graphics setting version does work when no URP asset is set, the setting on the 2D Renderer Data does not work and does not seem to have ever worked.
Am I missing something obvious? Are 2DRD transparency sort properties just broken? Or is there some other random field or asset or API I need to implement to make it work? Have other people experienced this? If so, what’s your preferred workaround?
Definitely not the upgrade path. I just tried a new project (started in 2D, then added Universal RP, and a couple of other approaches), and yeah, it’s still only working if I remove the RP and use the graphics tab directly for some reason. I tried both creating the dedicated “Pipeline Asset (2D Renderer)” as well instead of creating the Asset + 2D Renderer Data separately.
I’ve also tried switching the SpriteRenderers’ materials from Sprites-Default to Sprite-Unlit-Default; that didn’t seem to help either
I’ve attached a really simple project from 2021.1.18f that reproduces the issue.
Nothing in the UI seems to be throwing an error or suggesting why this is not working.
It’s probably something simple somewhere, but I’m just totally missing it.
I investigated this issue and found out that the initial fix overlooked the unlit pass. Therefore the transparency sort mode and axis isn’t taken into account when there are no lights in the scene. I’ll submit a fix and let you know when it is released. A workaround for now is to add a Global Light 2D in the scene.