Unity Shader Graph Transparent Clipping Issue

My first post!

I’ve searched everywhere for a solution to a Shader Graph bug I’m experiencing in Unity 2019.4.5f1

My issue is when I set two shaders to surface type transparent, if the two GameObjects with transparent surface types are clipping at all or touching. The shader that’s closer to the render camera is rendered on top of the other GameObject.

How can this be fixed?


This is an expected behavior if you read deeper on the subject. It happens because most translucent shaders don’t write to depth buffer, so gpu can’t order pixels based on depth and fallbacks to just order of rendering them on screen (which can be determined by distance to camera in some cases).