I have this shader setup, but alpha is not working, when i enable alpha clipping it works
what should i do
the problem with using aplha clipping is that it splits the end of my tentacle
i am attaching all the images
#Shader Graph help
1 messages · Page 1 of 1 (latest)
May need to split the out from the multiply and give the alpha the correct vector value
can you please be a bit more specific like which node's output should go where
Split after Multiply
Split A output to Alpha
then how do i combine rgb again
I feel like unity does already default it to the correct value if you do pass in a different size vector but maybe I'm mistaken
You shouldn't need to combine as I do know for sure it does truncate the vector to RGB if you pass in RGBA
so what should i do after the split, i can plug in alpha in the alpha of fragment, but what should i do with the RGB
i am very new to shader graphs, using them for the first time
What you have there is fine, I was just saying that the combine step is not needed and you can continue to route the out from the multiply into color
This should work, though the RGB part is unnecessary as Mao says
Are you sure your texture has an alpha channel? If not, and it's just a black and white texture map you can connect R from the Split to Alpha
Though in that case vertex color alpha will not be used