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Question Fade object with Renderer feature render objects depth writing

Discussion in 'Universal Render Pipeline' started by Snowirbis, Dec 7, 2023.

  1. Snowirbis

    Snowirbis

    Joined:
    Jan 30, 2018
    Posts:
    5
    Hello, I'm doing a fading shader like the one in unity documentation (Transparent shader with depth writes)
    The principle is quite simple I made a shader that writes depth like this :
    Code (csharp):
    1.  
    2.         Pass
    3.         {
    4.             ZWrite On
    5.             ZTest LEqual
    6.             ColorMask 0 // remove the white color
    7.         }
    8.  
    In urp we cannot have multipass shader graph so I use two materials on the same mesh renderer to make it work. The first material is the depth write shader and the second is a urp lit transparent material.
    I get the desired result :
    Capture d’écran 2023-12-07 155608.png
    It works great !
    But I actually need to make the same effect with renderer features because I do not have control over every mesh renderers and some of them have multiple materials (one for each submeshes).
    So I thought it should be quite simple, that is exactly what render objects in the renderer features is made for !
    Capture d’écran 2023-12-07 155736.png
    yet it does not work correctly, we can slightly see the door inside the mesh.
    I tried to set different events for the render objects but I cannot get it to work.
     
  2. Snowirbis

    Snowirbis

    Joined:
    Jan 30, 2018
    Posts:
    5
    Hello it's been two months and I still need this, is there anyone who can help ?