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Sprite fader should take initial render alpha into account


the Sprite fader should take the initial alpha of the spriterenderers color into account, so I can fade in and out a semi transparent sprite.



  • When the fade process begins, it should begin from the alpha value that it currently has, but the effect will currently always result in a completely invisible or fully visible sprite.

    I expect having it try to guess what the final alpha value should be would cause unintended values at times - though it may be possible to introduce min/max values to the component.

  • edited June 2022

    But it would not need to guess if the initial alpha value is sampled on Awake.. thats how I fixed it.
    I agree that it should end on alpha 0f when fadedOut but when fadeIn it should end on initial alpha.

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