How to set Alpha-Clip Threshold(From Shader Graph) over life time in VFX

Hey Everyone, I think the title says it all, all i want to do is change my alpha clip threshold over particles life time, for example i have a water effect and i want the alpha clip value change while the particle reaches its end so i make a more realistic looking particles.

any idea how to make it work?

Might I ask why you do this and not changing the alpha instead?

This should work however, so if your Unity is up to date, I suggest to file a bug report.

A workaround might be to use a custom shader

Hi!

Your setup seems correct, not sure why you are not getting the results you want.

Could you share an image of your Shader Graph, and the alpha of the texture?

Thanks!

well the reason i cant use regular set alpha i think its because i made a custom shader, so when i use it i dont see any results. here are the pictures and textures

my shader graph asset:

and the texture i made in photo shop and using it:

Shader Graph looks good, but texture should probably have a greater range of gray values to work well with what you are trying to do.

One thing that I think should be changed is the curve you are using. An alpha threshold closer to 1 will mean less visible pixels, while a value closer to 0 will mean more. This seems counter-intuitive, but it makes sense if you think about it.

With that in mind, you can either invert the curve values, or use (1 - alpha clip threshold) in your Shader Graph.

thanks for your replay, the point is, even when i change the curve, i dont see any changes, but when i manually change it myself, it changes and work completely fine even with this texture

okay my bad, it was inverted, and i had to start my value from 0.25 and go on till curve it to up and the make it more real which is at the end of the particle now we have more alpha cliping and its exactly what i wanted, thanks yo all

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