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Question by Lexone · Jun 23, 2020 at 11:09 PM · renderertransparencypost processingpipelineuniversal

Universal Render Pipeline Post processing breaks transparent camera background?

Hey. I noticed that when I enable "Post processing" in my scene's main camera then the transparent background I have becomes opaque again. My project uses the Universal render pipeline.



alt text



Camera background set to (0, 0, 0, 0) (Fully transparent)

alt text

I'm using OBS to display the transparency effect. I have an image in the background and then the Unity game on top of it, like an overlay



Here's what it looks like WITHOUT post processing enabled. It works as expected. alt text



And here's what it looks like when I enable Post processing. The background is no longer transparent. alt text



Any ideas why it doesn't work with Post processing enabled?



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avatar image melos_han_tani · Aug 11, 2020 at 11:55 PM 0
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I have this problem as well.

avatar image melos_han_tani · Aug 12, 2020 at 09:22 AM 0
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Just wanted to say that I have this problem too.

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Answer by viesturz · Dec 06, 2020 at 03:13 PM

Hi I solved this by changing the secondary camera type to Overlay and adding it to overlay stack on the primary camera.

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Answer by Aviryx · Aug 12, 2020 at 09:22 AM

You are clearing the camera's colour buffer to a solid colour


https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.2/manual/cameras-advanced.html


"At the start of its render loop, a Base Camera can clear its color buffer to a Skybox, clear its color buffer to a solid color, or use an uninitialized color buffer. You can choose this behavior using the Background Type property in the Base Camera Inspector."


I think your issue is that whilst you might think you are setting it transparent with the RGBA, this is overridden when the camera's color buffer is cleared to a solid colour (again, as stated in the docs regarding Background Type: Solid Color)

As such it appears you only have the following options:

a Base Camera can:

  • clear its color buffer to a Skybox

  • clear its color buffer to a solid color

  • or use an uninitialized color buffer


"Note that the contents of the uninitialized color buffer vary by platform. On some platforms, the unitialized color buffer will contain data from the previous frame. On other platforms, the unitialized color buffer will contain unintialized memory. You should choose to use an unitialized color buffer only if your Camera draws to every pixel in the color buffer, and you do not wish to incur the cost of an unnecessary clear operation.


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avatar image Schuwi · Oct 25, 2020 at 12:26 PM 0
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"Solid color" just means applying the same color to every pixel. If that "color" is (0, 0, 0, 0) you get a transparent background. I have the same problem as OP and like for them using (0, 0, 0, 0) works as expected as long as post-processing is disabled.

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