Shader Graph weird transparency issue

Hello people, I am working on a hexagon based map for a civ-like strategy game and I’ve run into a problem which confuses me a lot. I am using Unity 2019.4.13f1.

I generated a mesh for the overlay hexagon grid using code and made a shader using the Shader Graph (PBR, universal render pipeline) for it. Basically it takes a hex grid texture and blends in the vertex colors of the mesh depending on the alpha of the grid texture multiplied by the alpha of the vertex color.

On certain triangles the texture is somehow way more opaque than on others. It seems not to have anything to do with the vertex colors, as 1) the vertex color is exactly the same on every vertex at the moment and 2) even when I remove the vertex color node entirely the problem stays the same.

Below I added a screenshot showing the problem and one of my entire shader graph.

Any ideas about how this weird behavior comes to be will be highly appreciated. Thanks in advance!


Ok, I figured it out. It was not about the shader but I generated multiple triangles between the same vertices in the affected areas.