I'm trying to build a system with which I can have any sort of geometry (mostly planes) the edges of which fade off into full transparency. Right now I'm simply using a black to white vertical ramp and mapping the corresponding faces to it white using a different shader on the 'path'.
This has a few obvious issues:
a) lots of hand authoring of edge meshes and their UVs, time intensive
b) not very flexible
c) can't deal with multi-directional falloffs (see below)
So, how would I go about setting something like this up in Unity? The the ideal scenario would be to have a system by which I can only author the path itself and generate the falloff edges based on a selection. Is something like that possible in Unity alone or would I have to use a hybrid approach where I generate the meshes in something like Maya and just do the shading here (I could automate that for the most part, but I'm still stuck on the shading part) ?
Replies
Shader Forge has examples on their site about how to use the UVs as a gradient.