My Learning

3/20/2026
Today I learned about how to start setting up a custom Scriptable Render Pipeline. I’m using this tutorial. It’s a bit outdated, but still works with modern Unity versions. I’ll just have to also learn the more modern way to do things once I’m done. Which will be a nice excercise in intself.

Specifcally I learned how to show a skybox, be able to actually traverse the skybox once pulling camera projections, display unlit objects and transparent unlit objects. The conflict introduced was that opaque and transparent objects were drawn together, but then the skybox would draw over the transparent objects since they aren’t part of the depth buffer–which was actually a neat effect that I’ll have to remeber. The solution was to first draw the opaque objects, then the skybox, and then the transparent objects. One thing I was confused about was how a transparent object can be drawn over another transparent object if they have no depth buffer. After looking at the frame debugger, now it makes sense. Objects are still drawn by distance to the camera. So further away objects are drawn first. That way closer objects are on top of of further away objects. That’s why when you have two transparent objects overlapping, they get wonky. I’ve actually had to deal with that issue in the past. The article suggested that a potential solution is to cut up the transparent overlapping objects into multiple objects. But why not just draw transparent objects to a depth buffer where transparency is considered?