There are a couple of different configurations, if you're doing something like hair or holes in solid materials, you'll want to enable a transparency model. Generally, the Dither model is what you want.
If the opacity map is in the albedo alpha channel, you can leave Use Alpha Alpha checked. If you have a dedicated map, load it in the slot here and disable that checkbox.
If it's a glass or something like that, you'll want to set Transmission to Refraction or Thin Surface.
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There are a couple of different configurations, if you're doing something like hair or holes in solid materials, you'll want to enable a transparency model. Generally, the Dither model is what you want.
If the opacity map is in the albedo alpha channel, you can leave Use Alpha Alpha checked. If you have a dedicated map, load it in the slot here and disable that checkbox.
If it's a glass or something like that, you'll want to set Transmission to Refraction or Thin Surface.
There's a mask slot for these as well.