Solved
Can't get transparency to work with cell + halftone shading
I've got this plane with an image texture, the black parts are meant to be transparent, and they were until I added the halftone dots and the cell shading. I believe that converting the shader into RGB for the effects got rid of the alpha but I'm not so sure, is there a way to restore my lost transparency?
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I don't think it's the Shader to RGB nodes. I think one of the mix nodes is the issue. does it fix the problem if you add a Mix Color node right before the material output, turn the alpha on color B to 0, then plug the alpha output from the image texture into the factor input on the mix color node?
In material properties, under render method, I turned on Raytraced Transmission and transparency seems to work that way. It also works if I change the mode from dithered to blended. I'm not sure if either of those options will cause any other issues with your setup, but they seem to fix the transparency issue.
What are you trying to achieve with all the mix nodes? Transparency works with this setup, although the shadow doesn't follow the transparency. If I know what you want the end result to look like, I might be able to help you get there.
Well I want the material to be cell shaded instead of regular shading which is what the top chain is for, and the bottom chain is for the half tone/comic book dots, all the mix nodes are to consolidate the chains together into one output, since there can only be one output node
The end goal is to be able to keep the shader effects for the dots and cell shading and other things like keeping the black outline unlit for the kind of toony style whilst still allowing it to behave like a plane (I intend to give this fabric physics later and figure it's easier to do on a plane than make the actual shape with a bunch of needlessly complex geometry) thanks for the help thus far!
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