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Transparency issue when using Shader Graph shaders in particles #331
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Thank you for your reporting! |
Tell me about your develop/build environment.
Could you please attach a minimal project (included |
Is it "Canvas Shader Graph"? |
version 4.9.1 It's a Sprite Unlit Shadergraph, I believe Canvas Shader Graph is not supported in LTS as of yet, I'll send a repro project |
Thank you. |
A similar issue has been reported: |
It seems fully supporting this may be challenging. Here are the workarounds: Workaround 1: Create a new shader
Workaround 2: Use a render mode other than Overlay. Workaround 3: Use the
P.S. I'll try skipping the passes in Overlay UI mode using RenderFeature, but... don't expect too much! |
Would also love to have this fixed, will for now use the remove passes workaround, thanks ! |
Objects seem to not use transparency when viewed in Game View in the editor, as seen here:
This is due to the fact that whatever is rendering the particles ("Bake Camera" I think?) rendering the generated quad with the Scene Picking and Scene Selection passes auto-generated by Shader Graph:

These passes are not used during normal rendering, so they should be skipped by the rendering of the particles
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