Hdrp shadergraph transparent lit material issue
Hello,
new to the forum but been using unity on one way or another for two years or such. I've currently taken some steps to making shaders in shadergraph (probably not optimal) but i enjoy the ability to visualize certain changes still here in the beginning. I've met with this odd issue about my transparent material which causes the borders of my rendering window to show up as dark gradient, I need my material to also have shadows but still have the likeness of water and this is why I've chosen the lit transparent material of hd-renderpipeline. I've come to realize that none of the master node changes don't seem to affect the result at all and the issue persists at the very edges of the rendering window.
My HD-renderingpipeline post processing is best bet to be the affecting factor here and it's currently set as the default arrangement you get when you use the 2019.2.6 at (hd), issue is at the right bottom corner.,Hello,
new to the forum but been using unity on one way or another for two years or such. I've currently taken some steps to making shaders in shadergraph (probably not optimal) but i enjoy the ability to visualize certain changes still here in the beginning. I've met with this odd issue about my transparent material which causes the borders of my rendering window to show up as dark gradient, I need my material to also have shadows but still have the likeness of water and this is why I've chosen the lit transparent material of hd-renderpipeline. I've come to realize that none of the master node changes don't seem to affect the result at all and the issue persists at the very edges of the rendering window.
My HD-renderingpipeline post processing is best bet to be the affecting factor here and it's currently set as the default arrangement you get when you use the 2019.2.6 at (hd), issue is at the right bottom corner.
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