I've been blocked on a problem for the last two days in my project, this problem concerning the use of shaders.
Consider the following : I have a certain shader A, let's say a texture. This shader is totally opaque, colored and is applied to a certain mesh. For various reasons, I would like to make certain pixels/vertices more or less transparent, with the help of a shader B in the next_pass category of shader A.
Can such a shader B exist, so that if he is applied to the "next_pass" category of any shader A he will affect the transparency of given pixels ? Or do I need to write a different shader A that will include the functionnalities of shader B ?
In my case shader B makes the pixels more or less transparent depending on the angles of the normal : I apply it to meshes of a MeshLibrary, those meshes being parts of a building. With a shader B like that, I could make the walls invisible, if they are a certain angle, and close to a certain coordinate (probably the player's point of view).