Is the "Self Illumin/Diffuse" shader working?

Could someone explain how the “Self Illumin/Diffuse” shader in Unity 2.0 is supposed to work? The way I understand it, it takes 3 textures:

Diffuse (RGB channel)
Glossy (Alpha channel)
Illumin (Alpha channel 2)

and clear areas of the Illumin alpha texture are brighter, and opaque areas are darker, right? If so, how come no matter what I put in the Illumin texture, the shader looks exactly the same? I’m trying to simulate an area lit by a plane with a lightmapped terrain and this shader on a plane overhead. Is there, perhaps, a better technique to use?

Sounds like you have the right idea. For example, in the pic below, the texture is upper left (alpha channel not used in this case), and the alpha channel for the illumin texture is lower left. The inset is the normal diffuse shader, and the rest is self-illumin diffuse. As for what could go wrong, make sure you’re using an actual alpha channel and not just relying on transparency; the texture itself (rgb channels) should be a plain solid color. As for alternate techniques, I didn’t quite understand what you’re after, but maybe a light cookie?

–Eric

Thanks Eric, especially for the tip about having a blank RGB channel with the lumin. alpha channel. I bumped up the contrast on my lumin. map and the difference between that and having no lumin. map is almost imperceptible. I’ll keep on playing with it to see what might be going on.