Materials using certain shaders, transparent shaders in particular, aren't affected by volumetric lights the way others are. In the attached example, you can see that the decals on the wall remain dark, as does a portion of the oil lantern (front left). These using Legacy Shaders/Transparent/Diffuse and Standard Fade, respectively.
Edit: it seems to be related to render queues. Decreasing the render queue for the affected materials seems to fix the issue. I'm wondering if the render queue for the VolumetricLight shader is set too low, though? The issue happens with quite a few default shaders, out-of-the-box. (Unity 5.60f3, FYI)
Materials using certain shaders, transparent shaders in particular, aren't affected by volumetric lights the way others are. In the attached example, you can see that the decals on the wall remain dark, as does a portion of the oil lantern (front left). These using
Legacy Shaders/Transparent/Diffuse
andStandard Fade
, respectively.Edit: it seems to be related to render queues. Decreasing the render queue for the affected materials seems to fix the issue. I'm wondering if the render queue for the
VolumetricLight
shader is set too low, though? The issue happens with quite a few default shaders, out-of-the-box. (Unity 5.60f3, FYI)