#Shader Graph help

1 messages · Page 1 of 1 (latest)

heady saffron
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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

compact swan
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May need to split the out from the multiply and give the alpha the correct vector value

heady saffron
deep pasture
heady saffron
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then how do i combine rgb again

compact swan
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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

heady saffron
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i tried this

compact swan
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You shouldn't need to combine as I do know for sure it does truncate the vector to RGB if you pass in RGBA

heady saffron
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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

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i am very new to shader graphs, using them for the first time

compact swan
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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

deep pasture
# heady saffron

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

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Though in that case vertex color alpha will not be used

heady saffron
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since i am using gradient on a mesh and i need vertex color to maintain seemless gradient on the sprite i am distributing on the tentacles

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this is my current setup currently i have fixed the texture to check

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settings of that texture