Hi everyone,
I’m trying to build a custom shader in Unreal that takes five inputs:
- Color
- Opacity_X
- Opacity_Y
- In
- Out
The idea is to simulate how light passes through a solution and gradually loses opacity. Here’s how I want the opacity to behave along the Y axis of the UVs:
- From UV (0,0) to UV (0, In): use Opacity_X (constant).
- From UV (0, In) to UV (0, Out): blend/transition from Opacity_X to Opacity_Y.
- From UV (0, Out) to UV (0,1): use Opacity_Y (constant).
The final output color should reflect this opacity gradient. Any suggestions on how to approach this using the Material Editor or HLSL would be really appreciated!
Thanks in advance!