wiperr I have a mesh I want to create a shader that can help me adjust the transparency in the next_pass, but I couldn't make it work. Note: I don't want to mess with albedo property in the base material.
xyz wiperr You can't alter the transparency of the previous pass via following passes. If you only need constant transparency, you can use geometry instance's transparency property. Otherwise, you'll have to do it in the first pass.