I keep thinking that I have this, but then find that I don’t.
I’m trying to create a basic grid texture. Each square is basically just a inner color and an outer color. The outer color is a border, and I want it to be self-illuminated so that it’s the same under all lighting conditions. However, I want to be able to dynamically control both the border part (self-illuminated) and the inside part (not self-illuminated) separately.
For example in the attached image, I want to be able to dynamically set the outside white border to any color I want, and the inside black area to whatever (potentially different) color that I want.
The problem that I’m running into is that there’s seemingly no way to do this on one plane.
If I use a self-illum type shader, I only have the “main color” attribute, which tints the inside area to be not what I want in addition to controlling the outside area.
If I use a transparent-cutout type shader on one material and a basic background material, I can get close to the desired effect, but I can’t have self-illumination.
If I use a transparent-cutout type shader and a self-illumination shader, I can’t apply the self-illumination to the actually VISIBLE area of the transparent-cutout because they’re separate materials.
Can I have a self-illuminating area of my mesh that I can change the color of?