Currently, the shader type called
Hidden
that can be specified as a fallback shader is introduced on the following page as:
> Hidden // (this will hide the mesh from view if the shader is blocked, useful for things like raymarching effects.)
However, if a mesh using this shader has an animation that sets the
_Color
alpha parameter to
1
, the mesh that should have been hidden by the fallback shader becomes visible.
My guess is that this happens because the
Hidden
fallback shader is actually reusing an existing shader (such as
Unlit/Color
) and simply sets the color alpha to
0
in order to hide the mesh. When an animation overrides the alpha value, the mesh ends up being rendered.
As a solution, I would suggest either providing a dedicated
Hidden
shader, or adding a special “hidden” flag to the existing shaders so that polygons are not rendered at all.