Using opacity mask in LWRP

Node-based Shader Editor
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patty Qubed
Posts: 2
Joined: Thu Nov 01, 2018 12:01 am

Using opacity mask in LWRP

Post by patty Qubed »

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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Ricardo Teixeira
Posts: 954
Joined: Fri Aug 09, 2013 2:26 pm

Re: Using opacity mask in LWRP

Post by Ricardo Teixeira »

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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patty Qubed
Posts: 2
Joined: Thu Nov 01, 2018 12:01 am

Re: Using opacity mask in LWRP

Post by patty Qubed »

Cheers, this helped a bunch!
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