I’m trying to dynamically change the opacity of a material at runtime. That works fine, with one problem: it looks like dookie at 100% opacity. Here’s a comparison:
The box on the left is the normal material. The one on the right has had the blending mode changed to Translucent and the Translucency Lighting Mode to “Surface TranslucencyVolume”. It is at 100% opacity. I would like to make my materials appear as close as possible to the non-translucent version when at 100% opacity and fade out when I lower the opacity.
Is the material not receiving the light properly? Do I need to do a hack like bake the lighting into my texture or something? I’m not sure what the most straightforward approach would be (or how to even accomplish it).