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?