Hello, how can I specify the inverse of the alpha of a texture?
For example, this is what I would think would be possible intuitively, but it doesn’t work:
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = _Color * ~tex.a;
Hello, how can I specify the inverse of the alpha of a texture?
For example, this is what I would think would be possible intuitively, but it doesn’t work:
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = _Color * ~tex.a;
The alpha the channel has dimensionality from 0 to 1. So if you want to invert only an alpha the channel, it is probably better to write:
o.Albedo = tex.rgb;
o.Alpha = (1 - tex.a);
As it is surface shader, on how many I see, you shall add also component alpha, for example:
#pragma surface surf Lambert alpha
And use tags:
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}