Shader Material Slider Value Applied Differently To Each Animation Frames

Hi!

I have a Material created from the Shader Graph to make the dissolve effect. That material has a Float Slider to change the alpha of the effect.

The problem is–the effect applied differently on each keyframe of my 2D idle animation sprite. Did I do something wrong inside the shader graph? I don’t really familiar with Unity and this is my first project.

As you can see here when I change the Float Slider, the effect applies to the sprite–but when I change the keyframe, the effect is gone for some keyframes–or it applies different values to them.
ShaderMaterialIssue

Here’s the shader graph.

I hope someone can help me with this. Thank you!

Apparently, the problem is on my Spritesheet. I have a 5 x 5 spritesheet and the shader graph applies differently for every 5 frames / each row.

So, what I need to do is change my spritesheet to a Horizontal Strip instead. I tried it and I can’t import the file to Unity–I think it’s because the file is too big.

[Ignore this if you have a small size of spritesheet]
The solution that I came up with is just to make multiple horizontal strips.
For example:
I have 24 frames of animation, which means I can turn it into 4 horizontal PNG strips of 1 x 6 spritesheet, cause 4 times 6 is 24.

And it works! It fixed my problem. I just need to do an extra step when I export the animation to a spritesheet.

If some of you have a better solution, you can tell me, it’ll be really helpful.
Thanks!