Hello,
I’m currently having troubles sampling a 2D texture with transparency. In some scenarios, the sampler just ignores the alpha canal and straight up fills it with a nearby color. I’ve been searching for a while now on the forum and the Internet, but nothing is coming up. I’ve attached a few screenshots of what is happening.
To answer to a bunch of questions :
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I’m working with Unity 2019.2.4f1 and LWRP 6.9.1.
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I’m using an unlit shader, where the master node is set to transparent.
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I’ve seen that using a black outline around the image preserves the transparency, but I’d like to actually get ride of this outline.
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I’ve tried it with several others images. The black outline trick always works.
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It has nothing to do with hidden information of color of the transparent pixels. They are all set as black.
Any idea what it could be? I’d give a lot just to have the slightest idea of how to correct that.
First set of image, with the black outline. It works fine.
Second set of images, without the black outline. It gets crazy.