Gradient Alpha Black solid to transparent?

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.

The wires just carry numbers. They really don’t know what they’re for, what they represent, or make guesses as to whether to “treat” or “imply” black as meaning clear, etc. The nodes themselves can use those numbers brought by the wires and decide how to “treat” them. Yellow plugs conventionally use the values as colors, pink as vectors, but they’re really interchangeable.

A plug with “(3)” next to it can be considered as an opaque color, the 3 representing 3 separate values for Red, Green, Blue.

A plug with “(4)” next to it can be considered as a color with an additional Alpha channel, where the 4th element as 0 means transparent and 1 means opaque.

Your master node called “Fragment” has a yellow Base Color (3) plug so it will be taking three values from the wires. It will ignore any 4th value or any others if the wire starts with more than 3 values.

Your master node called “Fragment” also has a cyan Alpha (1) plug. It suggests that the material is allowed transparency and will draw in the transparent queue or with transparency on a canvas.

If you look and follow your output from your Add called Out (4), you will see that whatever Alpha you planned to output is getting dropped because the receiving plug is only a (3).

Add a Split node, and also wire your Out (4) to that Split. Then take the fourth plug of the Split node and wire it to your Fragment’s Alpha plug.