Hi ! In 2023.1, part of the focus on HDRP was the improvement of transparents in general. Among other tasks, HDRP now provides a fullscreen pass to compute the accumulated thickness for objects on a given **LayerMask**. HDRP computes optical path and the overlap count (i.e the number of triangles traversed), which can be useful for instance for SubSurface Scattering or Refraction. The overlap count can be used for flat or non-closed objects like vegetation. There’s a few limitations when mixing Transparent and Opaque objects but it should work with any type of material. This post is to centralize feedback and support for this specific features and transparency questions in general. Documentation is coming but in the meantime, here’s a few tips to use this if someone is interested: Compute Thickness needs to be enabled on the Default Frame Settings under Rendering foldout Compute Thickness needs to be enabled on the current HDRP Asset One or more layer needs to be checked under the Compute Thickness properties in the HDRP asset One or more object has to be in the one of those selected layer for the pass to be filled with any meaningful data Lastly, the result of the thickness pass is accessible via the HD Sample Buffer node in the Shader graph. The node requires the layer index as input Default Frame Settings HDRP Asset Layer index HD Sample Buffer node The use cases: More accurate Refraction and Absorption without having to author a thickness map. SubSurfaceScattering/Translucency with no thickness map needed For Vegetation and non closed objects, an overlap count can be used to multiply the thickness of leaves to have a fake accumulation for dense alpha clipped vegetation for exemple. Varying the thickness of the leaves (see attached gif) This can be used as well in more creative ways like sampling the thickness of objects in other layers than the one the object is to create X-Rays effects like. This will be demonstrated further in an upcoming sample on transparency as well. Limitations : Does not support Tessellation Mixing open and closed mesh on the same layer can cause negative values. For better results, use separate layers. Mixing transparent and opaque objects can creates unexpected results due to when the transparent object are rendered in HDRP Cheers!