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Transparency and URP for Oculus Quest
Hi,
I've recently been working on migrating an older project of mine for the Oculus Quest onto the universal rendering pipeline. However, it seems like any materials in the transparent render queue (using both the built in URP lit and simple lit shaders, as well as custom shadergraphs) aren't showing up in builds.
I found this thread that is exactly what I'm running into, but all the links in the thread are dead and I'm seeing conflicting info on whether that bug is still present.
I was wondering if any one else had issues like this, or if I'm just missing some setting in the pipeline asset or something like that. I'd really appreciate any advice with this!
I'm using Unity 2019.3.9f1 and URP 7.3.1.
Answer by swanijam · Oct 01, 2020 at 07:03 AM
Did you ever figure out what the issue was? I'm having the same issue, and it remains unfixed in Unity 2019.4.9f1 and URP 7.5.1.
I did discover one thing, though - that the issue only occurs while Opaque Texture is enabled in the URP settings. Sadly, i absolutely need this for my project.
Learned another thing - The issue only occurs while Opaque Texture AND $$anonymous$$SAA are enabled.
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