Hey there. I'm testing the HDRP shaders and I have a couple issues to solve: #1 The tessellation doesn't seem to weld the verts it creates and seems to rely on the height map alone. Fine, but the problem is that no baked height map is going to be able to guarantee the vert will sample the exact same color if the vert sitting on a UV seam. Even if I turn off the texture dilation and push-out a couple pixels manually, I get glittery seams along the UV seams. This renders tessellation useless since anything worth anything in a game has UV islands. Is this going to be fixed, or am I doing something wrong, is there a magical tool to guarantee that verts on the boundary of UV islands get the exact same texture color, or is this kind of shader a useless novelty except on planes? #2 I'm glad the HDRP transparency shader can take fog, deal with taking and casting shadows, etc. The big problem that remains is the draw-order problem. Since with transparent items, draw order matters, any shape with a convexity to it can cause one part of the mesh to draw before another part (overlap). This means there's a 50/50 chance any particular triangle will draw on top of something it should be behind. I was hoping, now that we're in the future, we had some kind of sort solution that could fix this. If the triangle count was kept low, it would be an insignificant step that would make transparency finally work. Is there a fix? I don't see anything in the import settings for the mesh or the shader. If this is just a fact of life and sorting triangles is out of the question, then transparency is for convex items only. They should post that as an alert on the shader itself.