We just discovered the cause of the skeleton not being rendered to the depth buffer in the depth pre-pass for the DoF post processing effect. The Render Queue
of the material must not be set to Transparent
, otherwise it will not be rendered to the buffer at all. You can set the material's Render Queue
parameter to Alpha Test
via the Inspector as follows:
Alternatively you could create a copy of the required shaders and change the tag "Queue"="Transparent"
to "Queue"="AlphaTest"
in lines like the following:
Tags { "RenderPipeline" = "UniversalPipeline" "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
Don't forget to also change the shader's name in the first line of the file as well to a new name, e.g. with AlphaTest added as suffix.