Transparent (translucent) object gets drawn over another in URP
I have 2 Transparent (well, translucent) objects, and it appears that one object has a higher draw hierarchy(?) lets say this object is called 'A', and the other called 'B', even if GameObject A is physically closer to the camera than GameObject B, A gets drawn on top of B. I currently have these shaderlab features manually set:
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
Cull Front
I've tried manually setting the Render Queue but that doesn't seem to solve the problem. I've also tried using URP's Lit Shader on these two objects just to make sure I'm not being an idiot, but the result seems to be the same.
It seems that writing an Order Independent Transparency algorithm in Unity is possible, but I'll reserve that as the last resort. Any ideas why it's drawn this way? and any Ideas how to fix this?
PS: The project used Built in pipeline, and transparency worked nicely then, but seems to break when we moved to URP. We're using Unity 2020.1.10 with URP 8.2.0
Your answer
Follow this Question
Related Questions
Switch between two shaders : alpha does not return in its initial state 0 Answers
Transparency shader in HDRP shader graph 0 Answers
Transparent Cutout does not renders alpha on some Android devices 1 Answer
Transperent Side of a Texture becomes black in Shader PBR Graph 1 Answer
Rendering order shifts with transparent cubes (3D perspective camera, Standard shader) 0 Answers