Unity Issue Tracker - The drawing order of Transparent objects is incorrect when changing the Material from Opaque to Transparent with GPU Resident Drawer enabled
Fixed
UUM-75017
The drawing order of Transparent objects is incorrect when changing the Material from Opaque to Transparent with GPU Resident Drawer enabled
Fixed an issue where changing the surface type of a material from opaque to transparent doesn't correctly update the batch when using the GPU Resident Drawer.
Reproduction steps:
1. Open the “ReproProject“ project
2. Open the “Assets/Scene/New Scene“ scene
3. Select the “Assets/Materials/Lit“ Material in the Project window
4. Change the Surface Type to “Transparent“ in the Inspector window
5. Select the “Assets/Materials/SimpleLit“ Material in the Project window
6. Repeat step 4
7. Open the Frame Debugger window (Window > Analysis > Frame Debugger)
8. Enable the Frame Debugger by clicking the “Enable” button in the Frame Debugger window
9. Observe the “DrawTransparentObjects” rendering event
Expected result: There are 3 Draw Calls in the “DrawTransparentObjects” rendering event
Actual result: There are only 2 Draw Calls
Reproducible with: 6000.0.8f1
Couldn’t test with: 2021.3.40f1, 2022.3.35f1 (due to feature not existing)
Reproducible on: Windows 11 Pro (22H2)
Not reproducible on: No other environment tested
Notes:
1. The issue does not reproduce with the GPU Resident Drawer disabled
2. Disabling the GPU Resident Drawer and then enabling it fixes the issue
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