I have a blendable post process material but since I’m using custom code it doesn’t blend in but have full effect when not at 0 but the rest of the material blend properly. Is there a way to have a parameter in my material that will use the same blend weight of the blend weight value so it will blend in? Not sure if it’s clear ?
There isn’t currently a way to read the blend weight directly in a material as the intended usage is to blend between a base material and it’s instance. There is a workaround you could use that takes advantage of this system however, by creating a base material with a scalar parameter set to 0, for example.:
Then creating an instance where the BlendWeight parameter in this example is set to 1 instead. Using the material instance as the blendable will cause the blend weight UI to interpolate the parameters between 0 and 1, effectively giving you the alpha you’re after. In the above example the screen would fade to red with the slider.