Howdy, I’m thinking someone here has this seen this before, I’m generating a Texture2D at runtime with
var texture = new Texture2D(256, 256, TextureFormat.ARGB32, false);
texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
and in my TransparentCutout surface shader sampling the texture with
if (tex2Dlod(_Metadata, float4(IN.uv_MainTex, 0, 0)).a < 1) {
discard;
}
The following is the generated Texture2D transparency map
This is what I get in game - the center is correct but there’s fuzzy noise that I’m guessing is from something to do with tex2d? the UV data looked fine