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Transparent Blend by Shader Variant in Surface Shader
Hi,
Ive written a large multi compile surface shader using shader_feature for various features (normal, spec, emission, vertex color, rimlight etc) (much like U5s standard shader but surface instead of V&F). I would like to be able to control transparent blending by a shader_feature but cant find a way to do this in a surface shader.
Am I correct in saying that transparent blending can only be achieved by the #pragma surface parameter "alpha:blend" and this cant be enabled or disabled by shader_feature? Or is there another way to achieve this that I have overlooked?
Thanks in advance
Hi $$anonymous$$atthew, I am wondering the same thing. Could you let me know if you have found any solutions? Best
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