#Problem with shader graph in 2D sprite
1 messages · Page 1 of 1 (latest)
As you can see here. the card on the right has the shader graph material. while the one on the left doesn't have it.
The problem is the red edges on the card. I don't know why they are there and how to remove them
I tried splitting the color to remove the alpha. didn't work. Tried connecting the alpha value of the source texture to the alpha value of the output. didn't work either
Another problem I faced is with adding an offset to the cards. I get white edges on the alpha values
I added an offset so they move down. the new area above is replaced with white
can you show the Graph Settings menu in the shader graph editor?
it sounds like the alpha is not being used to discard pixels right now
What graph type is being used and how are you rendering the cards? i.e. If they are UI you should use the Canvas Graph type
You mean this right?
It worked! my shader graph was Sprite Lit
I didn't know that there was a shader graph specific for UI elements 😅
Thank you
May I ask what is the difference?
Canvas rendering is fundamentally different from 3D/sprite rendering.
you'll notice the "Canvas Renderer" component on all of your UI objects
I'm not sure how exactly they differ
For some reason objects on an overlay type canvas seem to cause all shader passes to render. Most graph types have additional passes like DepthOnly (to render into depth texture) which incorrectly gets rendered to the screen
Canvas graph type fixes that, and should also support masking
Great. Thank you for the help 
ah, that makes a lot of sense