I’m trying to create a really simple shader which uses alpha cutout, but lightmapper is treating the entire surface as opaque.
The shader is easy as can be:
The output from baking lighting is not what you’d expect:
Using the out of the box URP lit shader instead provides the expected output:
Is there any way to have shader graph produce a shader in which the alpha clip value works correctly with the progressive lightmapper? Changing the shader surface type to transparent makes it bake properly, but I don’t want these objects in the transparent queue.