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Weird Occlusion like behaviour with URP

Discussion in 'Universal Render Pipeline' started by umair21, Mar 19, 2020.

  1. umair21

    umair21

    Joined:
    Mar 4, 2016
    Posts:
    108
    I am facing a really annoying and weird behaviour in my project. Attaching screenshots to compare differences between Expected result and current result.

    SORRY IF THIS IS THE NOT RIGHT WAY OF ASKING QUESTION OR IF THIS ISN'T THE RIGHT PLACE TO ASK THIS QUESTION, I HAVE NO IDEA ABOUT THESE, APOLOGIES.

    Unity version: 2019.3.5f1

    Marked these problems with circle. This behaviour is similar to older version of Unity Render Queue order and annoyingly, there's no render queue order field in Unity 2019.3.5f1 URP. Next screenshot is a result of what I want.

    A 2.png

    Screenshot# 2:
    B 2.png

    And you know what's more weird than this? When I expand shader properties panel of material inside inspector, this problem is gone for as long as I hit play button. :p

    Don't know if I am the only one facing this problem but please do help, anyone. :)

    THINGS THAT I ALREADY TRIED:
    Tried using different materials, nothing fixed.
    Tried changing Priorities, nothing fixed.
    Tried changing camera, nothing fixed.
    Tried changing scenes, nothing fixed.

    HELP!!!!
     
    Last edited: Mar 20, 2020
  2. Tim-C

    Tim-C

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    2,158
    Something seems wrong. Can you log a bug and post the number here so it can be investigated?
     
  3. umair21

    umair21

    Joined:
    Mar 4, 2016
    Posts:
    108
    (Case 1229185) this?
     
    Elvar_Orn likes this.
  4. Elvar_Orn

    Elvar_Orn

    Unity Technologies

    Joined:
    Dec 9, 2019
    Posts:
    111
    Yes, thank you. We will take a look at this issue.
     
  5. umair21

    umair21

    Joined:
    Mar 4, 2016
    Posts:
    108
    Just for more informations, here's a video of what I am facing.

     
  6. umair21

    umair21

    Joined:
    Mar 4, 2016
    Posts:
    108
    And I think this happens only with Surface Type set as Transparent.
     
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