Greetings! In short, I can’t seem to find how shaders know automatically which texture to use for each texture declared in a shader’s properties. For example, if you declare a diffuse (albedo) map, a normal map, etc. in the properties the shader will set these by default automatically. All objects in our game will contain both a diffuse map and a thermal map, and I am looking to create an effect that renders the thermal map instead of a diffuse/albedo map when I enable the effect.
For more detail, I’m trying to create an infrared post-processing effect, where, when enabled, all objects in the scene use a thermal texture instead of their diffuse texture. Disabling the post-processing effect, of course, will revert back to rendering normal diffuse colors. The most basic of post-processing shaders, if they don’t do anything, will pass along the diffuse color in the fragment shader. How can I set up the image effects script for all objects in the scene to use a particular texture “type”? Thank you.
Example of the effect: