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URP – Order Independent Transparency
Hello. I need help with URP. URP was released not so long ago, so there isn’t much information anywhere. In URP, there are exactly the same problems with transparency (z-buffer) as on the standard pipeline. On the standard pipeline, I found a solution – Order Independent Transparency - Depth Peeling by Nvidia (https://github.com/candycat1992/OIT_Lab). This solved the problem with incorrect rendering of transparent geometry. OIT is written for a standard pipeline, but i have not enough experience and knowledge to rewrite the old solution with a new pipeline. Are there any ready-made solutions for rendering complex transparent geometry on URP?
I am very interested in a solution for this as well. Were you able to solve this problem?
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