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Question by BrassChuckle · Jan 11, 2021 at 02:13 PM · shader

Shadergraph 2D Sprite Transparency not working

I'm experimenting with ShaderGraph and can't get the transparency to work. I have looked everywhere and can't find an answer. I have some sprites with transparent backgrounds which show up perfectly when just dragged and dropped into the project, but when using the ShaderGraph material it produces the sprite with a weird blocky blue background around the sprite.

alt text

And here's a Shadergraph sprite vs a normal dragged in sprite.

alt text

I imported the RenderingPipeline into the project and created a 2d renderer while also making these Unity's defaults, so I'm not sure what's going on. Anyone know how I can get a shadergraph material to display a 2D sprite correctly?

unity-shadergraph-transparency-not-working.png (121.1 kB)
unity-shadergraphsprite-vs-normalsprite.png (136.6 kB)
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Answer by mddilshad715 · Apr 06, 2021 at 09:39 AM

Change Surface type to transparent from graph setting(graph inspector) and also connect sample texture 2d (a1) to fragment (a1) alpha

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Answer by poons23 · Apr 04, 2021 at 04:49 PM

you have to connect the A(1) dot from Sample Texture 2D to Fragment Alpha( 1) ,You have to connect the A(1) dot from Sample Texture 2D to Fragment Alpha( 1)

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Answer by ahstein · Apr 02, 2021 at 09:00 PM

I think you need to input the alpha channel from your SampleTexture2D output into the alpha channel on your Fragment input.

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avatar image Long2904 · Oct 14, 2021 at 11:41 AM 0
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Why does Unity make us do that? Why can it just display the alpha correctly from the preview and final output? For some of my sprites, it shows correctly but doesn't for some others.

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