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Render queue transparency shader bug#3069

I’m creating a skybox dome using an AssetBundle with a mesh using the Standard Shader in Transparent mode.

When multiple transparent objects are present, they do not render depth correctly. Instead of proper depth sorting, the objects overlap inconsistently depending on the camera angle.

This issue is especially noticeable with large meshes (like a sky dome), where it should be behind other objects sometimes renders in front.

The behavior seems to be based on object-level sorting (likely using bounding box or pivot), rather than per-pixel depth.

This works as expected in Unity Editor, but in Tabletop Simulator the transparency sorting breaks and produces incorrect overlap between transparent objects.

a month ago