Unity2020.3.2f,HDRP10.4 I create a unlit shader graph to render icons(2D sprite renderer,not UI) on mini map.The RenderingPass of shader is After Post-Poccess,or PostProcessingVolume would effect it and cann’t maintain the original color of the sprite.Sometimes it works well, but sometimes it would look like this.

Once I select the material that it has,and show the inspector(This is important ! ! ),it still works well ,just like this
I have tried many times but have no idea to fix it.Does anyone knows about this issue?
7464889–916658–Sprite_DepthTest_NoBillboard.rar (2.09 KB)
Hi. Sorry but after discussion with our QA we are not sure about repro step of what you qualitfy as “Sprite”.
Could you explain detailed step for your issue? thanks
This is the texture used as Sprite(for 2D sprite renderer)

And these two sliced sprite are shown in pictures above.

This is the ScriptInsepector and sceneView for SpriteRenderer,just shown like what I say.

I have upload the shader script in this pircture.
Do you need any other detailed step?
Sorry ,I just upload different file which is not shader but material.This one is correct .
Again,sorry for my misstake.
7477520–919429–SpriteGraph.rar (11.1 KB)
Sorry for the delay, this will be investigate. Looks like various thing don’t work with sprite renderer and hdrp.
Thanks for your reply.So, this problem wouldn’t be solved in a short time? It seems I have to find some tricks to make it work well.