I know this question has been asked before but i cant figure it out.
I have this Material for wich i created a dynamic material. This i use to control the parameters.
But the opacity jumps from 1 to 0 after the timeline runs out.
In blendmode masked, masking in this blendmode binary 0 and 1. Thus a pixel can be only visible or invisible on shader pass. That is defined by mask clip value which is a threshold.
However mask can be dithered which makes the effect like transparentish. Which is a super old techique used still today in many industries. ( I kinda still find it cool and stylized)
On Translucent pass can be between 0 -1 , but there is no normal. It is like that by design, not a pro on this but think its about forward shader. Both option has pros and cons.
Masked is fast but doesn’t support smooth
Translucent looks nice but have problems with lightening
Masked supports normals, translucent not
both have its own powers.
So in terms of gameplay what are you trying to do? would like to help.
Ok thanks for the explanation. Yea it is a character that just fades away. If there is no way to add the normal map back in there, i will just use the translucent method, because that one worked as you said.
Thanks for the response!
If you want a more smoother effect, think you can make same material with 2 different domains (even change it) and assign transparent one when animation starts. I don’t think it would be too noticable, also you can put normal and get light direction dot product and put onto emissive for a brief moment.