I'm trying to figure out a way to force Unity's URP Decal Projector to also influence transparent objects. I do know that URP Decal system does not support transparency, most likely due to transparent geometry not writing into depth buffer. However, I noticed a few new options in URP that I hoped could help "hack" my way around this limitation. For instance, URP Shade Graph provides a way to force writing into depth buffer, even for transparent shaders (confirmed with Frame Debugger). In the latest URP (14.0), there's also an option in the renderer asset to copy scene depth after transparents (instead of opaques). I have two questions: 1) Does Unity plan on supporting decals on transparent surfaces in the future? 2) Isn't there at least a hacky way to overcome this limitation of the URP Decals? Custom render features, material render order, shaders, anything.