Hey, I have pretty straightforward question but I'm completely lost in shaders :/ I'm trying to make a cutoff layer using stencil but I don't want to make that layer solid, but use alpha so it'll cover graphics behind it in only 50% for example (best if I could dynamically choose it). I have cutoff, I have black covering layer, but when I change alpha from 255 to 254 layer dissapears completly. Any ideas how to change it? Code (CSharp): Shader "Custom/Stencil NotEqual" { Properties { _Color ("Color", Color) = (1,1,1,0) _MainTex ("Albedo (RGB)", 2D) = "white" {} _Glossiness ("Smoothness", Range(0,1)) = 0.5 _Metallic ("Metallic", Range(0,1)) = 0.0 _Cutoff("Cutoff", Range(0,1)) = 0.5 } SubShader { Tags { "Queue" = "Transparent" "RenderType"="Transparent"} Blend SrcAlpha DstAlpha LOD 200 Stencil { Ref 1 Comp NotEqual } CGPROGRAM #pragma surface surf Lambert alpha:fade // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; float _Cutoff; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { // Albedo comes from a texture tinted by color fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; // Metallic and smoothness come from slider variables o.Metallic = _Metallic; o.Smoothness = _Glossiness; o.Alpha = c.a; clip(c.a - _Cutoff); } ENDCG } FallBack "Diffuse" } Thanks a lot!