Using opacity mask in LWRP

Node-based Shader Editor

Using opacity mask in LWRP

Postby patty Qubed » Thu Nov 01, 2018 12:33 am

Hey,

I have just started out using ASE and I'm looking to recreate an effect that uses the opacity mask on the standard surface shader in the lightweight render pipeline. So my question is two-fold, 1) can I add opacity to the lightweight PBR template? 2) if I can't, are there alternative ways around this?

I have been looking around for the last two days and have found nothing that is helpful. For reference, the effect I'm trying to recreate is this one: https://www.artstation.com/mathroodhuiz ... own-part-1

Any help is greatly appreciated!
cheers.
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Re: Using opacity mask in LWRP

Postby Ricardo Teixeira » Thu Nov 01, 2018 6:30 pm

Hello,

Apologies for the inconvenience, due to the fact that the Lightweight Rendering Pipeline is still in development, we haven't added specific menus for that specific purpose as we did for the Standard Shaders. In any case, you can adjust the existing shader to whichever mode required.

Image
(be sure to use "Queue"="AlphaTest" "RenderType"="TransparentCutout" for Cutout shaders)

Additional information on the available modes: Unity Documentation

Hope it helps!
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Re: Using opacity mask in LWRP

Postby patty Qubed » Mon Nov 19, 2018 1:21 am

Cheers, this helped a bunch!
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