I have built shaders in Unity off and on over the last year. Getting what I need from the shader graph as I go mostly using my long term Maya/Houdini shader graph experience and it translates almost 1 to 1.
Where I am running into difficulty today though is the idea of a solid black item that uses a gradient as an alpha. I was originally using unlit/transparent to get the effects/shaders I was creating.
Though all black seems to imply transparency with this setting and so I looked into opaque as it does keep the black part of the texture map intact but then it seems the alpha isn’t working as expected either.
I made a quick photoshop version of the effect I am going for. The green undulating shader will roll across the screen and wipe the results numbers on as it passes by. I want to have a black to transparent gradient behind the shader so that it creates the effect of soft/wipe revealing the text and numbers as the green flies by. I suppose I could possible just add this black gradient layer as an image in the timeline behind the green shader effect, but was wondering if I could tie it all together in a shader since I didn’t seem to be able to get a black to transparent gradient working in the shadergraph. It seems to always assume black is transparent OR that if black is solid that using the alpha connection in the fragment isn’t creating a smooth gradient but like a clipping effect. Thanks in advance for any insight.