I use the experimental 2D renderer with a perspective camera and sprites positioned on the Z axis.
From what I understand and from what I read there Unity - Manual: 2D Sorting, when drawn, game objects with sprite renderers are supposed to be sorted by:
Sorting Layer → Order in Layer → Distance to camera (so as the camera is positioned facing the z axis, z coordinates)
Is it also the case with the URP 2D Renderer?
Because if I set all the sprite renderer order in layers to 0, it works sometimes, but a lot of time there is some artifacts, sprites being one frame on top of the other and the opposite next frame, despite having different Z positions.
Is there something I’m missing? A bug?
… or maybe, when there is some transparency involved it changes things?