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The root cause of the effect you're seeing has to do with the alpha clip threshold. When equal to 1, some clipping optimizations happen which interfere with the intent of what you're trying to do. Either disable alpha clipping (should be an option in the graph settings for the shader graph) or make the alpha clip threshold less than 1 (eg. 0.9999) to avoid this case. While this interaction isn't super desirable, any fix would likely result in a small runtime performance cost that we would want to avoid.
Reproduction steps:
1. Open the attached “WorldSpaceRenderingIssue.zip” project
2. Open the “Scene With Issue Visible” scene
3. From the Hierarchy, select the “Quad (2)” GameObject
4. In the Inspector, find the Transform Component and the Rotation property
5. Set the X Rotation value to 0.04
6. Observe the “Quad (2)”
7. Change the X Rotation value to 0.05
8. Observe the “Quad (2)”
Expected result: No artefacts or rendering issues are observed
Actual result: The Quad GameObject is rendered incorrectly, almost see-through/with artefacts
Reproducible with: 2022.3.66f1, 6000.0.57f1, 6000.2.0b4, 6000.3.0b1
Reproducible on: Windows 11
Not reproducible on: no other environments tested
Notes:
Issues you vote on will appear here