I'm working on a custom shader using Unity 2018's new shader graph feature. Previously, I was using this shader, which worked great for awhile, but it ended up constantly breaking for seemingly no reason. I was also limited to how I could modify it, since I didn't know much about coding custom shaders.
Unity's shader graph option is exactly what I need, and I'm hoping to recreate what I was using before in the graph. So far, I was able to get vertex colors and alpha transparency working. But, there's still a few issues:
2) When looking at transparent objects behind other transparent objects, there is an obvious sorting error. All objects belong to the same mesh, so the best way I can think of is to hide transparent faces behind other transparent faces. I was able to figure out how to modify the previous shader's code to achieve this, but am not sure how to implement this functionality in the graph.