Edit: I ended up just rewriting the Alpha Blend shader which aloud it to be called using color.a so this approach was much easier. As for the shader I have clipping problems with billboarded trees, does anyone know how to fix this?
I’ve seen some other examples fading the alpha of a material, but they’re all in C# and I can’t seem to get them converted properly.
Does anyone know how I can fade just the alpha level of a material? I don’t like the other method of using “_TintColor” as it turns everything black before it fades. (I’m using aloha blended)
I know that I have to use color.a, but it doesn’t seem to work because the material is being called from a game object heavyClouds.
Here’s what I have:
cloudsStormy = cloudsStormy.a;
heavyClouds.renderer.material.color = Color.Lerp (cloudsStormy,
cloudsStormy, fade);
If anyone can help me out that’d be great and I’m sure it’ll help others who have a similar question out too.