I am trying to implement a game behaviour that tries to replicate the real-life fingerprint dust effect, meaning that I want to “dust” some texture for a “hidden” texture.
My problem is to make permanent. So far I can think of two different solutions:
i) using a shader - my problem is how to make it permanent… no clue here
ii) per-pixel texture disclosure (pompous nome here) - pretty much as in real-life, where according to a mouse pass another texture would be overlaped, exactly like passing a dust brush over a surface with fingerprints, making the dust attach to the surface. Also no clue here…
Perhaps some of the Texture2D.SetPixels would be suitable? You could write the information directly into the texture.
Another option could be to create a plane (or perhaps particle fx) that was created overtop of the areas that were dusted. If you have a lot of them you could consider having sections or scaling your plane object to increase the size of the dusting.
That would indeed solve the problem of having prints on top of a textures, however I am not sure how hard it is to create such a custom behaviour for the projector: showing the projected image after each pass…
Dose this mean I would need to have the fingerprint texture divided in many parts, so that each mouse pass coordinate would correspond to the alpha for a specific small part of the texture?