I decided to get into shader programming recently and was going about making a wavy sort of effect that shifts the uv coords on my sprite when I noticed it was being cut off in the transparent areas (around the middle and at the edge).
I changed my shader so that it just outputs a solid colour and the void still appears.
(Left is the default transparent shader I built off, pretty sure the void on the right is still there but not noticeable)
I’m really new to all this (started yesterday) so I’m probably disregarding something basic. I’m guessing Unity calculates areas to skip in order to be frugal and that it didn’t expect for me to want to render pixels in those areas. That’s just my guess, anyway.
Thanks so much for the help.
EDIT: Just realised that if I change the sprite to have a 1% opacity background instead of being purely transparent then the cut-out goes and the effect works correctly.
Although I’d prefer to find a way to alter cut-off in the shader. It also still doesn’t render outside of the sprite’s bounds