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Question by Saiaku · Jun 07, 2021 at 06:16 PM · shadertransparencymasking

Mask out a specific part of a transparent lit shader (HDRP shader graph)

Using Unity 2020.3.11f1, HDRP and Shader Graph.

I have a transparent lit shader (glassy with refraction etc), but there is one part of the mesh that I want to control is visible or not. I have a black and white mask map so that I can select the part I I want to control (setup during UV mapping), and I thought if I apply an alpha value 0-1 to that and add that to the otherwise alpha before connecting it to the master node, it would let me show and hide the part on demand.

However it still remains visible, although it does change appearance some. Do I have to apply the mask to other attributes not just the alpha? I'm not sure what the correct way is. I think my approach works fine for unlit shaders so what am I missing? Thanks in Advance.

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