I want to use the unity_LODFade to drive different values in my shader.
e.g. size multiplier in a geometry shader that renders point clouds - so that the points fade in/out - scale from / to zero
attached is the graph i figured out that unity_LODFade follows:
either i don’t get it, or it is not possible to get a simple fade in / out value that i can use to drive my values.
as it starts with 0, goes to 1.0, but as soon as the fade is complete, it jumps back to zero, effectively fading out until the next transition starts…
i hope this makes sense - maybe i am looking to long at the problem.
is there any function wizardry to make that graph stay at 1.0 in the middle part?