So, I have tried in so many ways to solve problems for semi transparent shaders, normally everything was solved in Standard by creating a copy of this shader with Zwrite on… simple as that. It would be nice if Unity team just creates a version of a shader called - Semitransparent UPR lit, that let us create instead of wasting time to find out a solution, or some tutorial, wich I would be so *** happy to do it myself.
I get it… technically is not cheap, but sometimes you need to do some fade in fade out at your company, like we needed to do on some Augmented reality… there we “solved” it by writing on Z, still on 2019.3
A lot of time to understand how Render queue works
I am an artist and I’ve been trying to solve some of this technical art issues for some time, but everything points to this document…
"Shader … Shader “Transparent/Diffuse ZWrite” { Properties { " at the link
Question:
Is this suppossed to work in URP? Because it is not… we are at this point where we think shaders are kind of black magic… and I guess that is why you created ShaderGraph… but still. I need a consistent solution, and I have been working with Unity everyday, since five years now…
We are trying to make an addressable of objects of a small scene, but with water, and this water does not work, of course. So I need to figure out what is going on, why it does not work, why… it does not work when I am calling the addressable but then when I open the material, it magically pops and start to work well. I guess thats a BUG
Please HELP!
I promise I would make a video explaining this… if its really sorted out. It would save me time to explain to the rest of artist who work with me why the hedgehog happens.
Yes! Thats what we did last time on a project to solve it, I managed to tell my team about it, but then, something strange happenned, like, each time we clicked on the material it popped back into Zwrite = 0 so I guess it was a bug on the Unity version we were working with.
This shader solves it! Exactly what I was looking for. I wish I knew a bit more about shaders, I was the whole weekend trying to understand Unity shaders, I found a video, but when I looked on URP shaders and it looked far too more complicated than the previous pipeline. Ill check how it’s done comparing to the URP template
Glad I could help
actually it would be better to add _ZWrite setting to the shader Editor. At the moment, more shaders will be compiled.
My changes to the URP / Lit Shader
Replacing “ZWrite [_ZWrite]” in line 74 with “ZWrite On”.
Line 121 #include “Packages / com.unity.render-pipelines.universal / Shaders / LitInput.hlsl”
Line 122 #include “Packages / com.unity.render-pipelines.universal / Shaders / LitForwardPass.hlsl”
Added option to where? Initially you shared the shader, not shader graph. We can’t use it and adjust to URP 12 in Shader Graph editor as you show in this reply