i’m wondering if someone with shader knowledge can help me, i haven’t had the time to learn anything about shaders yet - i think this is something simple and i tried to wing it by skimming the docs cutting-pasting from other shaders but i can’t seem to get it to work.
i need a shader that has a maintex with alpha (which i would have tiled) a separate, 2nd alpha channel texture slot as well. its like the two layer terrain, only no second texture (the 2nd alpha mask would not be tiled is for overall transparency not a second texture mix).
i’ve been fooling around with terrains i’d really like to try out some tests with this shader, and like the terrain two layer it doesn’t need 2 uv sets (as an aside - i imagine this could also be a method to have tiled terrains with lightmaps for those of us without maya).
hopefully this isn’t to complex, would anyone be able to put this together for me?
actually maybe i should describe specifically something i want to apply this to since i don’t understand what i need in shader terminology:
for instance, a large semi-flat mesh representing a cloud:
for the shader:
texture 1 would be tiled:
-rgb for color
-alpha for detailed transparency
texture 2 would not be tiled:
-no rgb needed
-alpha for overall transparency mask, so you don’t see the polys around the edges it just fades out nicely
It is exactly like builtin Alpha/VertexLit, just adds one more alpha-only texture (called _AlphaTex inside the shader). This texture does not modify the color (just takes “previous”), and combines alpha of both textures like: alpha1alpha22.
So if you use the alpha-only texture to control overall transparency, then primary texture’s alpha will work like a detail texture - alpha of 50% in the main texture will mean “don’t change overall alpha”, and lower/higher values will decrease/increase alpha.