Hello,
I was following this video tutorial from Brackeys to reproduce the intersection effect where the gradient fades the borders of the sphere:
Instead, I don’t see the gradient alpha which should be fading out the sphere from the intersection to its center. I only get an opaque border rather than gradient:
Perhaps I did something wrong but I think I carefully followed the tutorial step-by-step but with the same result at the end.
My goal is to make a foam effect on a water surface afterward…
Thank you.
Are you sure that the material type is set to transparent?
This looks líke the cutoff when its set to opaque.
Hum I changed also AlphaClipThreshold to 0, but still the same… I am wondering if URP is set correctly…
I started from an empty project, then reproduced the field shader, then saved the graph which I copied inot my previous project…it works.
Investigating my first shader test-project, I noticed some warnings & errors in the console:
1 Error:
Shader error in 'Shader Graphs/Skirt': redefinition of 'unity_Builtins2Array' at /Project/Test-Unity/Library/PackageCache/com.unity.render-pipelines.universal@7.1.2/ShaderLibrary/UnityInput.hlsl(114) (on d3d11)```
Warnings:
```Shader warning in 'Shader Graphs/Skirt': 'UNITY_MATRIX_M' : macro redefinition at /Project/Test-Unity/Library/PackageCache/com.unity.render-pipelines.universal@7.1.2/ShaderLibrary/Input.hlsl(63) (on d3d11)
Compiling Vertex program with _ADDITIONAL_LIGHTS
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING```