Hello! Using Unity 5.3.5p2 here,
In the Parameters block inside the .shader
file:
I see there is only the possibility of 4 default textures for a shader slot, which are used when no texture is set on the slot in the material.
The problem is I need one more!
black (0,0,0,1)
isn’t good enough!
I need: **zeroRGBA** (0,0,0,0)
So, I created a 1x1 32bit TGA called zeroRGBA which has its one pixel set to (0,0,0,0).
And I set my texture up inside Properties{}
like so, to have this **zeroRGBA**
as default:
_DamageMap("DamageMap", 2D) = "zeroRGBA" {}
But!, when I clear out the texture to “None” in the material Inspector, my default texture is not chosen!
It appears that you can only use one of the 4 sacred values: black
, white
, grey
, and bump
.
http://docs.unity3d.com/432/Documentation/Components/SL-Properties.html
For texture (2D, Rect, Cube) the default value is either an empty string, or one of built-in default textures: “white”, “black”, “gray” or “bump”.
For texture (2D, Cube) the default value is either an empty string, or one of built-in default textures: “white”, “black”, “gray” or “bump”.
Any possibility to use a custom Texture there? If not, then any possibility to get this into a future Unity?? I can think of cases that would be very valid, and ability to set your own custom Texture from your project would cover all cases… An additional nice-to-have would be the ability to set any custom color there like float4(0,0.5,1,0)
, which would auto-gen a texture into the output app (and would also satisfy my own current need as well)…