Hi,
I’m making a reveal shader (the alpha switch from 0 to 1 based on a distance), it’s working quiet fine but I have some of my objects that half dissolve depending on the view.
Edit : In fact I reproduce with just an Empty Graph with surface set to Transparent… disturbing…
Edit 2 : Ok now that I narrowed the problem I found threads explaining the simpliest solution is to use opaque with alpha treshold as transparent surface has z depth sorting problems… Works for me.
For example here is a cylinder with the shader, it’s ok:

But If I move a bit the Camera it becomes semi visible (lighting is baked)

And the reveal effect is working fine when I set the distance :

Here is the shader graph :
The objects have no scripts on them, so it’s not a code side effect.
The ground uses the same shader, and it looks like from some view it is rendered in front of the cylinder while it should be behind…
I guess I don’t understand a transparent or clipping shader concept… any help please?
Thanks,
Thomas
