I can’t figure out how to make parts of a model transparent. I want a material with an image, a bump map and an alpha map so that parts of the object are transparent (for example, a stone tower with a an image of the stonework, the bump features so that the rocks look rough, etc, and windows knocked out here and there).
The problem I am seeing is that with the Alpha options in Unity you can only have two textures and I need three, right? Or am I missing something simple?
If you look at the names next to the textures on a material you can see what textures you need. The shader you want is Alpha/Bumped. As you can see in the picture, the first texture says “Base (RGB) Trans (A)” This means the RGB values of the texture will be used for the color and the Alpha values will be used for transparency. The second texture says “Bumpmap (RGB)” which means it will use the RGB values of the texture for a normal map. So you can either generate a normal map yourself and import it like a normal texture, or create a grayscale heightmap and let unity convert it into a normal map.
So, I can just use an Alpha channel from Photoshop. OK. But black should be 100% transparent and white should be 0% transparent, right? I am getting 100% with black and about 50% with white for some reason… So none of my object comes out fully visible.
Any ideas?
Check the opacity slider in the Main Color color picker. Not sure if this is the answer, but it’s possible there’s a funny setting in there.