Good Morning! I need help with a shader. I want to create a region of transparency on a sphere, in the shape of a spherical cap: This region in red should be transparent. First I tried to compare the uv with the measurement of the area that will be transparent, but it didn't work. Code (CSharp): if(input.baseUV.x > 1- UNITY_ACCESS_INSTANCED_PROP(UnityPerMaterial, _CorneaAlpha)) return float4(color , 0); else return float4(color, 1); How can I define a transparent shell on my object?