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How to reproduce:
1. Create a new URP project
2. Unzip and import the attached "SimpleTerrainTest.zip" file
3. Open the scene from the zip
4. Set the active URP Renderer Asset’s Rendering Path value to Deferred
5. Observe the Game view
Actual result: Terrain is rendered blue at distance (basemap) and red near the camera (fog color)
Expected result: Terrain is rendered blue
Reproducible with: 6000.3.0a6, 6000.3.14f1, 6000.4.4f1, 6000.5.0b5, 6000.6.0a3
Could not test with: 6000.0.73f1 (ShaderGraphs break upon downgrading and Terrain Shaders sample is only available from 6000.3.0a6)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Workaround: Set the Base Map Dist. parameter in the affected Terrain tile's settings to 0
This is not a valid workaround because the basemap rendering quality is not the same as the expected shader.
Notes:
Here is the shadergraph used in the zip :
When using the frame debugger, it seems like the terrain isn't properly rendering in GBuffer 4:
When comparing the generated shader code with the URP/TerrainLit shader, the GBuffer passes seem to have some differences in the render states :
URP/TerrainLit : No explicit renderstate declarations (colormask or blend state)
Generated shader :
// Render State
Cull Back
Blend One Zero
ZTest LEqual
ZWrite On
URP/TerrainLitAdd :
ZWrite Off Blend 0 One One Blend 1 One One Blend 2 One One Blend 3 One One // disable the features that aren't needed for add pass deferred rendering Blend 4 Off Blend 5 Off Blend 6 Off ColorMask RGB 0 // Don't write .a to RT0. ColorMask 0 4 // Don't write to RT4~6 (depth as color, shadow mask, rendering layer) ColorMask 0 5 ColorMask 0 6
Generated shader add :
// Render State
Blend One One
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