I have grabbed a screenshot with a transparent background and saved it as a PNG. This works.
One of my materials seems to be translucent in the screenshot though. I have a couple of meshes that make a person - head, hair, eyes, and a shirt. For some reason the blue shirt appears white with a blue tint in the PNG. The shirt shader is ‘bumped specular’ and the material has a blue texture. The rendered model shows a blue shirt as expected. I’m not sure where the transparency on the shirt in the PNG is coming from. Ideas anyone?
Usually it will come from using a transparent shader but you say it’s using Bumped/Specular. Unless someone has edited that shader and built in some transparency or something strange.
You can disable the alpha channel though, if you set the texture format to be one without and alpha. You can do it in Unity in the Texture Format. So change it to RGB. (this is on the actual texture file itself in your Unity project.)
According to the shader the ‘base’ texture uses the alpha channel for ‘gloss’. I suspect if I change the texture like you suggest, I will cure the transparent shirt problem but at the expense of losing the glossiness of the shirt. Do I need to use a different/custom shader that has the glossiness/specularity as a separate texture or is there another way I can get both glossiness and a non-transparent texture?
Thanks!