UV animated texture with static alpha map?

I’ve created a rather pretty vortex effect by assigning a texture to a mesh cone, then translating the texture in UV coordinates, causing it to spiral inwards.

I would like this vortex to fade smoothly out at the edge. Is there a way to keep the main texture translating in UV space, but have an alpha map that remains stationary?

Is there a simple solution, or is this problem solved by a custom shader?

give it a transparent cutout shader, and creat an alpha map for the texture (just invert the colours on the standard shadow materialtexturew in a graphics editor).

Use vertex color alpha. This will require you to make or modify a shader. It will look better than other solutions involving textures and perform better. Slightly.

If you use vertex alpha can you also use dynamic vertex lighting … ie will it modify the vertex color to represent the lighting but leave the alpha effective? Or does it disable alpha also?

You can use both vertex lighting and the mesh’s vertex colors, in a shader, together, but not in the same pass.

Ok thanks man.