I’m trying to build a glass-like shader with the Strumpy Shader Editor on Unity Free, but the specular highlighting is effected by the alpha… I want the highlights to appear at full strength regardless of alpha. Does anybody know how I might be able to get around that?
This requires ADDITIVE MULTI PASS. I believe it can be achieved with SSE by simply going to the settings of your shader, and change the Blend Type to Decal Add, or Custom and Choose One for both Src and Dst Blend Modes.
Hope this helps, I haven’t tried it myself, but from my shader writing experience, it should work this way.