I'm trying to set up a shader that, as the title says, functions similarly to the effect appearing in the "Lights Out" horror short film. Cut down to the very basics, I'm looking for advice on how to have the overall Alpha/transparency of the material be affected by Realtime and Directional lights in the scene so that the material is only visible below a certain lighting threshold. I found a similar effect that accomplishes the inverse goal of lowering the alpha of whatever a light is cast on, but I couldn't manage to invert the effect, nor could I get it to function properly in my project to begin with.
I'm currently working in Unity 2019.4.29f1 and was hoping to be able to tack this effect onto some other shaders that I have to avoid having to reconstruct an entirely new shader for this singular purpose.
Edit: As per suggestion, a few extra details:
This gif is more or less the effect I'm trying to accomplish: https://pa1.narvii.com/6743/bf353546d9f30e492077c1cf8d57e3f60f53a36b_hq.gif
Ideally, I'd like it to not just be based on full mesh coverage of light, but more like a dynamically applied alpha mask based on light intensity on the actual mesh over any given spread of the surface.
The effect that I found and attempted to modify was effectively trying to accomplish the opposite of what I'm trying here. It was attempting to make something transparent if it had light cast on it (at least how I understood it). I hoped to be able to invert this effect with minimal editing, however I either misunderstood how the shader functioned or was simply unable to comprehend was most of the syntax meant and ended up unable to modify it to fit my needs. Additionally, I wanted to have most of the Texture and render options that come with Unity Standard shader, but couldn't figure out how to combine the two shaders due to a flat lack of knowledge regarding shader coding.
Edit: This is the shader that I attempted to reverse engineer that I couldn't get to work: Shader change alpha depending on light
Edit: For further clarification, I WILL need a custom shader for this feature as I'm attempting to implement it on a platform that disallows custom scripting, and requires that whatever changes I make are locally controlled (I will not have control over environmental factors like lights).