I did however manage to find the cause.
This material makes the scene crash whenever useOrderIndependentTransparency is enabled (Doubleclick the canvas to toggle)
PBR materials with scattering enabled also do not work with OIT. I’m not sure if it’s possible to make them work together, cc @CraigFeldspar who will know better than me since he is the father of both features!
Yep, @Evgeni_Popov is right, the depth peeling feature, which is the underlying process to render OIT, is pretty straightforward, and do not handle well special features that need offscreen textures like subsurf scattering.
Supporting both is definitely possible, but I think we chose (few years ago already, time flies ) to wait for a whole revamp of the rendering pipeline to make it generic and avoid these endless if..else when making features compatible with each other.
Maybe with the new frame graph feature, the engine code would be now ready to rework these features ? WDYT @Evgeni_Popov ?
Excuse me,Dual Depth Peeling was good for OIT, but was too inefficient and couldn’t use MSAA(Fxaa didn’t work well). Is there a better plan at the moment?