I have a material attached to a character in my scene, with a post processing volume. The material, for some reason, shows part of the mesh of the shoulders in front of the head when the viewing angle is correct. The material is set to translucent because I want to be able to fade out the enemies material on death.
Why is this happening?
For those curious, I wanted to make a material that was unlit, and could be faded out. I ended up figuring it out on my own, so I’m posting the answer I found, in the event someone else runs into the same problem.
By changing the blend mode to masked, you can link the alpha/opacity parameter to the ‘Alpha Threshold’ link on a ‘DitherTemporalAA’ node, then link the result to the ‘Opacity Mask’ on the output.