thanks for your reply !
Unfortunately your solution doesn’t work - the whole shader just gets darkened. What’s wrong?? Do you need some UVs or something?
thanks for your time !
EDIT: Maybe I should add that I use the shader for shader replacement for the camera calling Camera.RenderWithShader()
When I add the shader to a simple plane it seems to work.
I’m not sure about this, but it looks like the new shader isn’t using the same material properties as the original. How are you setting _BlendTex in the new replacement shader?
Hey jRocket, what do you mean exactly?
The new shader of meh11 uses a blend texture as a new property. but thats what I wanted. the problem is:
The shader doesn’t work for rendering the cam with shader replacement!
Unfortunately its not working like expected… Indeed I can see a black ring in the rendered image now as i wanted, but its not moving with the camera. It is just “printed” (fixed) on the geometry.
Let me explain it with this image:
The left part of the image is the rendertexture, that is being rendered with shader replacement. It’s getting updated every frame. I just want to “convert” it to the right image, so I just want to multiply the black-and-white “ring texture”, no matter whats being rendered.
I just wand to add that “black ring” on top of the rendered rendertexture! …
I would be glad if someone gives me a hint, I hope I don’t annoy you guys. I hope it’s now clear what I want to do.