Im trying to modify Shaders that works like the surface of water, but inverse in the case of lightReflections. But all my tries end up in a mess of Code without any results, with errors or 100% invisible materials.
If we take this ball for example, the shader should make it transparent where the light hits , based on the strength.
Where the light reflection is total white, the ball should be absolute invisible and only partly invisible around it.
It seemed easy, i take the o.Alpha = Specular and im done, but this didnt work out. The whole object was invisible.
Specular data would not exist at that stage. Tho I can not confirm this particular feature will meet your needs, you might want to look into the Final Color Modifier. See the bottom of this page…Unity - Manual: Surface Shader examples
It does not give me the same Result as in the picture for 3d objects but ok, i only use 2d planes anyway.
The bigger Problem is that i need black and not like in the link red. But when i change the color or a Texture map it turns alpha.
In the end is all i want some kind of Shader that behave like fog of war to any close light (becomes transparent)