I'm a former Flash dev working in Unity (or in 3D for that matter) for the first time.
For the game I'm working on, I've designed an interior room like so:
To represent void/space outside the bounds of the current room, there's just black. In order to hide the back faces of the exterior facing walls, I've created a snug fitting mesh cutout which sits just below the lip of the wall. If I moved the camera below the surface, you would clearly see that.
I'm quite new to Unity, and have very little experience with shaders.
Anyway, I figured this would be a good place to try for creating my first shader, but I'll need some help.
I'd like to blur/soften the edges where the wall lip meets the void, like so:
The only way I could achieve this effect would be by hacky means, like by using a gradient texture (#00000000 -> #FF000000) UVed around the edges of the wall lips, but I suspect there is a more elegant solution by rendering the black surface with a shader.
Currently, even with a basic understanding of fragment shaders and the rendering process, I would have no idea where to start if I tried to write my own. When I read shader script I can only stare in wonder at the sheer etherealness of it. I just don't know how to craft a solution in such basic terms, but I'd love to learn.
I understand the answer is probably as simple as 'use a gaussian blur', but i would appreciate some more input to steer me on the right path, and maybe some examples to help me understand.