Dynamic Material per Instance - Fading

You’re absolutely right — I’m running at 60 FPS, and what’s happening is that I’m using small tubes, which makes it look like a fade. I believe there are better ways to do this, but this is working for me for now.

Well, if it works for you, then great. My solution is almost perfect, but it’s complicated because you have to create a mesh with a specific UV map, which is not that easy. I will keep looking for a better solution than what I came up with to simplify the UV part. If I ever succeed, I will post it here.

Yeah, it would be really good to have a definitive solution for this, but it’s already a good start.