![](https://uploads.gamedev.net/blogs/monthly_2024_02/d2d2fccee6bd4dc49697742d579cb0b0.image.png)
This week I fixed and finished the wall transparency.
Had to edit some of the variables in my shader graph to make them global so that I could edit them with universally over all the materials that use it, by running this code
Shader.SetGlobalFloat("_Size", currentSize);
Shader.SetGlobalFloat("_Smoothness", smoothness);
As well as made the size of the see threw part Lerp when the player goes behind an object. By ray casting from the camera up to 2 meters away and when it hits anything the player is considered behind a wall or something.