In Blender 2.8's latest beta, I succeeded in getting EeveeEEVEE viewport transparency to work in the following way:
(1) In the Material, "Use Nodes." Switch to the "Shading" layout so you can see the material nodes easily. Add a Transparent BSDF
shader and a Mix
node. Link the existing Principled Shader and the Transparent BSDF to the input side of the Mix node, and the output of the Mix node to the Surface input of the output-node.
(2) Adjust the Fac setting of the Mix node to determine the amount of transparency.
(3) However, notice that you see transparency in Cycles, but not in Eevee, until you do this: in the "Settings" of the material, switch Blend Mode to Alpha Blend
or one of the other Alpha
options. (While it remains in its default setting, Opaque
, the material will not be transparent.)
Now you know!
In the Material activate Use Nodes, switch to the Shading layout so you can see the material nodes easily. Add a Transparent BSDF shader and a Mix node. Link the existing Principled Shader and the Transparent BSDF to the input side of the Mix node, and the output of the Mix node to the Surface input of the Output node.
Adjust the Fac setting of the Mix node to determine the amount of transparency.
However, notice that you see transparency in Cycles, but not in EEVEE, until under Settings of the material, switch Blend Mode to Alpha Blend or one of the other Alpha options. While it remains in its default setting, Opaque, the material will not be transparent.