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Question Alpha to coverage ?

Discussion in 'Shader Graph' started by GilG, Feb 6, 2020.

  1. GilG

    GilG

    Joined:
    Jan 30, 2017
    Posts:
    27
    Hello,

    Is it possible to implement alpha to coverage in an unlit shader with URP ?
    I saw that we needed to add this :
    AlphaToMask On

    But I'm not sure how to do it with the shader graph.

    Does someone know if that's possible ?
     
  2. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    639
    I don't think it is in ShaderGraph yet but you can just manually add that into your shader and it should work.
     
    GilG likes this.
  3. GilG

    GilG

    Joined:
    Jan 30, 2017
    Posts:
    27
    Hello Deverolirc,

    Yes this is what I thought.
    I created some shader with code just to implement this.
    It still would have been nice to be able to use it as a booleen in shader graph.
    I now have several shader variant thant I need to update every time I update the base shader.

    Maybe I should just create the shaders without shader graph :/
     
  4. tspk91

    tspk91

    Joined:
    Nov 19, 2014
    Posts:
    131
    Amplify shader editor has the option as a simple checkbox. Shadergraph still doesn't.
     
  5. tspk91

    tspk91

    Joined:
    Nov 19, 2014
    Posts:
    131
    Fyi, this was added to URP shaders and Shadergraph in Unity 2022. It's automatically implemented in any alpha cutout shader.