Unity URP wrist menu hand shader interfering with UI scroll masking?
I am working on a training app testing wrist menu ideas. I am noticing that any UI masking such as used with Unity canvas Scroll View components when near the ghosted hands seems to cause the scroll masking to fail. I suspect this is because there are two transparency shaders involved when rendering the screen one for the ghosted hand and one for the UI scroll bar. It is likely a draw conflict of some kind in the render pipe.
The hand is using Interaction/OcculusHand shader from the Meta XR Interaction SDK v64 and the Scroll View component is using the standard Unity UI/Default shader.
Has anyone come across this issue or have suggestions?
SPECS:
Unity 2020.3.19f1 - using URP rendering.
Meta AIO SDK v64
