Help needed with animated UVs,transparency, and real-time emission

Hi everyone,

This is probably a very silly way of doing it, but I just want to know if it’s possible or not.

What I have is a simple polygon, with a material applied (meant to become a light for a sci-fi panel one day). The UVs on the object are animated (gif attached, sorry for the low quality).

What I’m trying to achieve is to have a somewhat realistic GI behavior. I can assign colours to emission, and lerp them, and they would update real-time just fine, but as soon as the texture map gets involved, nothing gets updated. Just stays static.

I’m a VERY noob coder :confused: Any help would be appreciated, this problem has been haunting me for the last 3 weeks, and I’m getting desperate (I’ve been googling a lot,and trying out different scripts,but none of them are doing what I need my panel light to do)… The way I’m currently doing this is using:

void Update()
    {
        DynamicGI.UpdateMaterials(rend);
        DynamicGI.UpdateEnvironment();
    }

I was also trying to use DynamicGI.SetEmissive, but I’m not sure how to pass a texture to it (colous are fine).

Thank you!

2844086--207645--Emission.gif

I think you should take a look at shaders. Scrolling shaders to be specific.
Thats how i would do it at least.

Thanks! I looked into that for a bit and gave up. But I figured out where I went wrong with my original setup :o

First thing was to use DynamicGI.UpdateMaterials(this.GetComponent()) instead of DynamicGI.UpdateMaterials(rend), where rend was equal to GetComponent();

Another mistake I made was in the emission map itself. It needs to be black background + coloured elements (no alpha channel needed). I was using my diffuse map in that slot, which was white background + coloured elements (+ an alpha channel).

Now emission can be changed in real-time + transparency is working fine,too!