Unity Issue Tracker - Water is using the wrong depth when calculating absorption for alpha clipped transparents with depth prepass enabled
Fixed
UUM-86609
Water is using the wrong depth when calculating absorption for alpha clipped transparents with depth prepass enabled
Unity: Environment Effects
HDRP
Fixed
6.2.X
Won't Fix
6.1.X
6.0.X
Won't backport because UP < 24
Steps to reproduce:
1. Open attached project
2. Go to game view and check the hair of the fia_model
Actual results: Absoption is fine when there is an opaque behind the transparent before refraction
Expected results: The absorption should use the proper depth (the depth prepass) and not the depth from opaque objects.
As a test you can enable the custom pass which forces rendering the depth prepass in the opaque depth buffer before the depth is being downsample for other uses.