From my testing and understanding, I believe currently URP not able change to set material to semi-transparent at runtime with the same material. You need to create another new semi-transparent material to swap it which is kind of annoying. Will official improve this limitation at least at dots graphics?
Hi,
Transparent surface are a different shader variant than opaque. More exactly it is a shader feature and not a multi compile. Being a shader feature it mean it can’t be change at runtime (only compile can be dynamically change).
This is setup this way to reduce the number of possible variant generated which is related to the shader variant explosion problem. There is no plan to change this with the builtin / provided unity shader.
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