Hello, I am new to shader.
This is my problem, I have some base texture for my object and some mask texture, which in every color channel will be used for set some color (for user to choose color for every part of object)
The idea is, use this texture info and blended with the base one, taking the base one (grey scaled) as moderator.
First at all is the above possible by shader? (I soupouse yes, but just in case I ask ;-)).
Then we only want to to this only once, after the user select this color parts, because there is no need to use the shader anymore.
So, the idea is to use render to texture , where target texture is the final texture to set to the object.
Is this approach correct?, can I accomplish this by shaders?
Finally, I noob question, but…, my object has some material that has some build in shader, and I would like always to use this shader.
But when user select color, I should apply this other shader/render to texture to later use this blended texture in he “common shader”.
How do I apply a Shader of this type “only once”, I mean, always from script of course, I create RenderToTexture, and then… how to run the shader?
I simple c# pseudo-code for this last question is really appreciate.
Thanks.