When using Multiview rendering on Android (GLES 3.0), there's a glaring issue with transparent materials. With multi-pass rendering this isn't the case. Though Multiview is required for shaders that use the depth texture, otherwise it flickers and lags behind the headset movement. In URP 7.4.1 (2019.3.7) this occurs, where artifacts show on pixels that are drawn over the transparent material: When looking up, the materials appears to clip from back to front (a line perpendicular to the viewing direction) In URP 8.0.1 (2020.1) largely the same occurs, but the material also clips when looking down In URP 10 (2020.2) the result is the same... Note: No transparent materials are visible unless the Post processing checkbox is enabled! Summary: - Post processing+Multiview+MSAA = Visible materials with blocky artifacts and clipping - Multiview+MSAA=Invisible transparent materials - Multiview=Correct rendering This is what the scene looks like in the editor. The material uses the URP Lit shader set to Transparent. This is pretty alarming behavior and poses an issues for water shaders. What gives?