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OBI Fluid and transparent objects in URP
#6
(20-04-2021, 08:40 PM)korzen303 Wrote: It seems that I am experiencing the same problem with transpaernt objects in front of fluids http://obi.virtualmethodstudio.com/forum...-2877.html

Any other ideas? If this is using a Scriptable Render Pipeline maybe it is possible to add this place "in between" opaques and transparent (isn't it actually BeforeTransparents?)

    [MovedFrom("UnityEngine.Rendering.LWRP")] public enum RenderPassEvent
    {
        BeforeRendering = 0,
        BeforeRenderingShadows = 50,
        AfterRenderingShadows = 100,
        BeforeRenderingPrepasses = 150,
        AfterRenderingPrePasses = 200,
        AfterRenderingOpaques = 300,
        BeforeRenderingSkybox = 350,
        AfterRenderingSkybox = 400,
        BeforeRenderingTransparents = 450,
        AfterRenderingTransparents = 500,
        BeforeRenderingPostProcessing = 550,
        AfterRenderingPostProcessing = 600,
        AfterRendering = 1000,
    }

Hi Korzen,

Unfortunately, URP does not allow for this afaik. The fluid can either be rendered correctly after all transparents, or before them, but in that case the opaque buffer hasn't been generated yet. Intuition tells that the opaque buffer should be generated between AfterRenderingSkybox and BeforeRenderingTransparents, but that's not the case.

Quote:Any other ideas? If this is using a Scriptable Render Pipeline maybe it is possible to add this place "in between" opaques and transparent (isn't it actually BeforeTransparents?)

We could "fork" our own render pipeline from URP to fix this, but it would no longer be URP. Seems a little excessive to have an entire custom render pipeline, it's not a practical solution.
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Messages In This Thread
RE: OBI Fluid and transparent objects in URP - by josemendez - 21-04-2021, 08:26 AM