shaders – Make part of albedo transparent

I have a shader which creates a circle inside of a plane mesh. I would like to get get rid of the parts around the circle, which are the r and b parts of the ALBEDO but I can’t seem to figure out how to do it.

The only thing I’ve managed to find is ALPHA but that changes the transparency of the entire shader and not just parts of it.

shader_type spatial;

float circle(vec2 position, float radius, float feather)
{
    return smoothstep(radius, radius + feather, length(position - vec2(0.5)));
}

void fragment() {
    ALBEDO = vec3(0, circle(UV - vec2(0), 0.5, 0.005), 0);
}

Which currently looks like:

enter image description here

c# – Randomly assigning albedo at runtime with Unity materials

I am trying to randomly assign colors to objects in my game when they are loaded into the game. I have a color generator that generates distinct colors to make sure each one is different which I then assign to the material color in the mesh renderer, however it doesn’t seem to work. The cubes are white. But when I go to look at the material, the proper color is in the second slot of the albedo color picker. Here is what I mean:

albedo

Here is my code to spawn a test cube, grab a color, and assign it to the cube.

private void Start()
{
    for (int i = 0; i < 13; i++)
    {
        GameObject spawned = Instantiate(toSpawn, new Vector3(0, 1, 0), Quaternion.identity);
        Color chosenColor = KellyColors.GetColor();
        spawned.GetComponent<MeshRenderer>().material.color = chosenColor;
    }
}

But all the cubes look like this. I’m not sure why some are bright yellow or blue.

Cube error

Any help is appreciated!

Unity – How to make UI material ignore scene lighting and have the same brightness as Albedo?

Oh. That's why I tried to apply an emission before and it did not work because I assumed I could not use the albedo texture for the emission.

But that is exactly wrong.

If you use the same texture you used for the albedo as the emission map, the material will get the same brightness you have in an image viewer (assuming all other scene lights ignore the material).

EDIT: One Fold: If you dare to adjust the multiplier, it is very difficult to be sure when you have returned to a default setting.