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[10.x.x] Bugfix 1262887 - Transparent meshes are rendered as opaques when using Custom Render Pass #1613
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[10.x.x] Bugfix 1262887 - Transparent meshes are rendered as opaques when using Custom Render Pass #1613
ellioman
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phi-lira
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Aug 14, 2020
...ersalGraphicsTest/Assets/Scenes/110_URPShadersAlphaOutputCustomFeature/RenderTransparents.cs
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com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl
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…erered-opaque # Conflicts: # com.unity.render-pipelines.universal/Shaders/LitInput.hlsl # com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl
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com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs
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…erered-opaque # Conflicts: # com.unity.render-pipelines.universal/Shaders/LitInput.hlsl
…erered-opaque # Conflicts: # com.unity.render-pipelines.universal/Shaders/LitInput.hlsl # com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl
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Version: 2020.2.0b1.2959
Revision: trunk 4ae7c5e87f33
Built: Tue, 25 Aug 2020 03:44:09 GMT
Test Doc: https://docs.google.com/document/d/14NkqK0MymB0gfKdafHcTIedQoDFFfDK3gLGUK22sIEs/edit?usp=sharing
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Purpose of this PR
Fixes bug 1262887.
In January I originally made a PR to fix bug 1168283.
The new bug shows that my previous solution didn't work in all cases. An example is if the renderer renders opaque objects with DrawObjectsPass and then transparent objects with a custom renderer feature, the transparent objects would be rendered as opaque as well.
This PR fixes the issue by:
_DrawObjectPassData
in our shaders_Surface
to our CBuffers, which is either 0 (Opaque) or 1 (Transparent)Automated Tests
Added a new test scene 110_URPShadersAlphaOutputCustomFeature, which is almost exactly the test scene I added when fixing the previous bug except it now uses a custom pass to render the transparent objects.
Results before this PR:
Results with this PR:
Yamato**
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics/tree/universal%252Fbugfix%252F1262887-transparents-renderered-opaque