ok have made a great little custom shader. I need to output it as a texture so I can use it in a URP decal shader.
When I just add the material to a quad it looks fine (there is an offset issue I have fixed)
Here is the quad:
but when I use it as a CRT, it’s just dark green, and a little scaled-down:
I have even tried to blit it to a .png but it looks similar to the CRT.
Exporting the CRT to a .png through unity interface:
At this point, I would live with being able to send it to a static texture and just making the 20 shapes I need, but that doesn’t seem to be working either.
Anybody have any suggestions out there, I am shooting in the dark right now.
Update! I have moved to a render texture instead of a custom render texture. I am SO CLOSE now.
Here is a shot of the render texture, I can’t get transparency to work
here is the same shader on a material on a quad
Aside from the color differences, why does the texture go to the edges of the quad but the render texture has a pretty big margin around it? Both of these are very large, and the same size. XxY 100x100.
I have messed with the alpha and at best I can get the black to be dark green. I must be missing something here.
My current issues are:
transparency works on this quad but not the render texture.
for some reason, the shader seems full size on the quad but does not fill the RT.
Looking for any insight here!