I am working in Unity 2021.3.0f1 using HDRP 12.1.6 I am creating objects comprised of multiple transparent parts. However Unity only renders one (nearest to camera) layer of transparency, and anything more between it and solid materials behind is ignored. I have been searching high and low to find a solution, to no avail - I see that people are doing things like that, but in my project it seems impossible. I suspect there's some secret HDRP setting that controls this, but I could not find it. Here with the middle sphere using a refractive orange material: As you can see the front-most sphere ignores the middle one and the furthest one is rendered as if nothing was between the two. I have tested everything I could. Depth Test, Back Then Front Rendering... The *only* think that allowed me to have two layers of transparency is putting the front-most object into "Low Resolution" render pass. It is unfortunately not an acceptable solution, plus it breaks when the object on Low Resolution pass is in the back: As you can see here the refraction is ignoring the transparent object behind: How can I achieve multiple layers of alpha blended transparency? These materials use HDRP Lit shader, but I have exactly the same problems using ShaderGraph instead.