Please tell me how I can implement it in a shader graph so that the plane becomes semi-transparent towards its edges?
Not even that. I would like to understand how to extract the edges of a mesh in a shader graph, and what to do with them there is a secondary question. I would be extremely grateful for any advice!
I don’t know if this will be what you intend, since I don’t have enough information, but I will show you a few ways to do it.
- (1) Pre-populate the vertex colors, UVs, and textures and use them as alpha.
- If you are using Unity’s primitive Quad or Plane meshes, this alone should be enough to “make the edges of the mesh transparent.
- (2) Detecting depth differences
- This is a pseudo-VolumetriFog expression that makes only the parts where the object and the plane interfere transparent by using the difference between the mesh’s position in view space and the depth texture as alpha.
A Youtube search for “Vertical Fog Shader Graph Unity” will give you some hints.
- This is a pseudo-VolumetriFog expression that makes only the parts where the object and the plane interfere transparent by using the difference between the mesh’s position in view space and the depth texture as alpha.
Translated with DeepL.com (free version)
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