#Transparency
1 messages · Page 1 of 1 (latest)
If you're expecting the black parts to be transparent, the alpha result you are passing in has a value of 1/white there so shows that side. Maybe remove the One Minus node?
now it flipped the actual basecolor from the material
okey if i switch the actual color it gets shown inside the scene but the alpha cant be touched like it is here in this example its on 18 but it is not transparent
nvm it can never bee transparent because in the shader this area is not invisible or alpha 0 so only the right side were the shader gets build can ever be alpha 0 (transparent)
like its done here
You aren't using the alpha component of the Color property, so makes sense nothing changes when adjusting that
If you want it to affect it, could do Color (property) -> Split (A output) -> Multiply with what you're inputting into the Alpha
After the Clamp node
so there i need to reference the color property again i have used for the albedo?
Yea
still does not let me see through it
also it is the flipped side i want to effect
i mean now its nice to know the overall transparency does not work correctly in this shader
I suspect the "Transparent Depth Prepass" is the cause for not being able to see other transparent ground through this. But it seems to be enabled and greyed out on the material - maybe you need to adjust it in HDRP settings somewhere?
still not working 😦
https://discussions.unity.com/t/why-cant-i-disable-the-depth-pre-pass/850951/4
Apparently HDRP forces transparent depth prepass if the material needs decal support. So unticking the "Recieve Decals" option should then let you disable the depth prepass
Though might mess with sorting too. You may want to switch to an opaque material when fully revealed, or look into using dithering with alpha clipping instead of actual transparency.
Once you can see through might be easier to debug any issues with the graph
To be clear you most likely are seeing through it, but you're also seeing through other transparent blocks behind it
A quick way to confirm that is to view a mesh with an opaque material through the faded part
how can i achive this
so its only having problems showing itself behind it
so maybe its the renderque
but how can i effect that in the shader graph. Because all this objects need this shader. I really cant give each one a different material
Should it actually be transparent? It looks like you could probably get away with alpha clip and then everything would be dandy