I’m working on a shader with Unity’s shader graph, using the URP Lit Shader Graph.
I have two main textures. A B
What I want to do is to have the brightness of texture A influence the transparency of texture B.
My current setup is something like this. I have tried to implement if myself, but couldn’t figure it out.
Is this your result want to achieve?:
Yes, that is exactly what I want. Are those all the necessary nodes?
I think you don’t need to split again because it is already R channel of Sample Texture 2D node. You can just simply remove split node. (I don’t know why did I put split node there.) Just two multiply nodes enough to do that.