Hi. I have a problem. I have two cameras, one is the normal one, and the other for the objects I have in my hand. Well, with this second camera I have problems when I try to show a transparent object. The object loses transparency. Below is an example image where you can see that the potions have transparent glass. But when I move the bottle to another camera (depth only) the transparency disappears (the white object in the hand) In the image I also put the config of that camera. I hope I have explained Thank in advance
Can you provide pictures of the settings for both cameras, and the Material you’re using for the transparent objects?
Of The camera with problem is in the image. The other is showing the skybox in clear flags, default in culling mask and user setting in rendering path.
It looks like the legacy vertex lit lighting path doesn’t support the standard transparent shader.
Try switching render paths, or use one of the legacy transparent shaders.
I try all the transparent shaders, legacy too, and nothing.
That’s strange. When I have a camera using the legacy vertex lit path, it renders legacy transparent shaders properly even though the standard shader is always opaque. I’m not sure why it would be different in your case.
Why are you using the legacy path on only one of your cameras? Any performance improvements are likely to be minimal if you’re still using a modern path for the other camera.
I check it later. Thanks for all.
Solved!!! I changed Rendering Path to Forward. Thanks for all!!!
@Daniel-Brauer I encountered the same issue on iOS with a second camera and I managed to fix it by disabling “Metal Write Only-Buffer”