Hello.
I am trying to find documentation about how I can make a material that uses a blend mode like the typical “addition”, so that the texture’s black areas turn transparent and the higher values “add” to the background colours. I can find absolutely nothing that shows how one can create such a material.
All I can find is that shader graph stuff (nodes and noodles), but it requires awkward download of a package that increases the amount of unused clutter. I would love to just keep it simple.
Isn’t there a simple shader available in the unity pipeline that creates something like this? It’s used for explosion effects or glows… I am sure most of you will instantly know what I mean.
Thank you
I am using the Core 3D rendering pipeline
I also ended up including a screenshot of what is going on.
The plane you see there is using a standard shader material with the texture image being set up as “Alpha Source: From Grey Scale”
I am sure there must be a build in material shader that does what I am looking for. It’s pretty commonly used in almost every game