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Weird Transparency behaviour when using ShaderGraph in LWRP and setting alpha to 1
I am using LWRP and made a shader in ShaderGraph, which is using these settings:
Now when I apply the material to my object it is supposed to look like this, because alpha is set to 1: but instead it looks like this:
How can I fix that?
This is a bi-product of transparent rendering; the object has to be drawn from back to front. The only real way to fix this would be to switch to an opaque shader when the opacity is at 1. There was a way to do a depth prepass before a vertex/fragment shader, but I don't think that's possible from within shader graph.
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