Unity Shader Alpha Not Working
Nothing has changed, meaning I still just get the color black when I try to paint my terrain transparent.
Unity shader alpha not working. \$\endgroup\$ – nova nanite May 12 '16. Is this a bug, is there something in the settings I missed, or is it just not supported at this time?. If this is Unity 5.5 or later there should be a Queue setting on the material inspector.
Yes, it works, but it takes more than just adding AlphaToMask On to a surface shader. I tried every available material from the Universal Render Pipeline. However anything in the transparent queues (>2500) can't receive shadows.
The short version is nothing in the opaque queues (<2500) should be using alpha or any kind of transparency. Only Opaque with Alpha Clipping works but as soon as any of the shaders is set to Transparent they no longer show up in the build. This only has an effect if the Rendering The process of drawing graphics to the screen (or to a render texture).
Because I can't see why it wouldn't be working, as I copied and pasted it exactly how it was in that thread. This editor is much quicker than manually stringing. Is this shader just no longer supported by Unity?.
If that is set to anything but "Use Shader" then this will cause the problem. First it only works with anti-aliasing turned on so it doesn't work with deferred. The alpha value of the Albedo colour controls the transparency level for the material.
\$\begingroup\$ I could use a different shader but I'm trying to use a specific one for toon shading. I'm not to sure if my unity just updated and has problems with it, because last week I kept postponing the Unity update from quite a while ago. I'm using Unity 19.0.b11 (URP) and Oculus.
Not only does this not work for me, but I get a bunch of shader errors.
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