So, when I set a perfect opacity gradient from 255 to 0, Unity renders the gradient as half complete opacity, then picks up proper opacity at 128 down to zero. Looks extremely smooth from that point in fact. Here’s what it looks like, and my settings for the texture are on the right:
I’m using the “Transparent/Cut Out/ Soft Edge Unlit” as my shader on the plane. I need unlit because my scene doesn’t have lights. I can avoid the complete opacity by starting my gradient at 128 and going down to 0, but then I don’t get any full opacity range. It starts out as half transparent and goes to full transparency. Here’s the PNG I’m using (I tried PSD and TGA as well):
Can anyone help me out? Am I doing something dumb? Is there any way to get a full range of transparency from completely opaque to invisible? Thanks!