I have two sprites that overlap and both are semi-transparent. The alpha blends as normal, but for a certain Shader Graph I want to stop this because it looks bad and it's nearly impossible to get them to line up perfectly. (overbright line in center between two sprites) Instead, I want to preserve the larger alpha at the overlap . I'm not sure how to do this. I tried accessing External Alpha _AlphaTex (is this right place?), but when I define a Texture2D on the blackboard by this name it'll throw an exception. Shader error in 'Shader Graphs/HighlightGradientShader': redefinition of '_AlphaTex' at .../Library/PackageCacheemail@example.com/Editor/ShaderGraph/Includes/SpriteUnlitPass.hlsl(2) (on d3d11) Compiling Vertex program with ETC1_EXTERNAL_ALPHA Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR Is there a way around this?