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Hi! Thank you for sharing such a wonderful shader :) I'm still new to shader graph and I can't understand why a texture with an alpha channel superimposed on the material with your shader fills empty areas with another texture (example below):
with no shader (just unlit render pipeline):
with URP_PSX:
I understand that I can use the first example, but because of this, the wrapping effect is lost. Moreover, if you make a fence or fence with one texture (not a model), then the result is the same, the wrapping effect is lost against the background of other objects. If you have any ideas on how to solve this problem, I will be very grateful to you. Anyway, thanks for the shader!)
The text was updated successfully, but these errors were encountered:
To fix this you can just modify the main shader
In shader graph you will need to enable these
Use the "Enable Material Override" if you wish to be able to have some instance of the shader on a material transparent and have others opaque.
Once this is set you can just plug the alpha of the image into the alpha channel of the final Fragment stage in the shader.
It will look like this, the actual Texture 2D sample is right at the start of the graph if you want to use the alpha map that is in the albedo.
Hi! Thank you for sharing such a wonderful shader :) I'm still new to shader graph and I can't understand why a texture with an alpha channel superimposed on the material with your shader fills empty areas with another texture (example below):
with no shader (just unlit render pipeline):
with URP_PSX:
I understand that I can use the first example, but because of this, the wrapping effect is lost. Moreover, if you make a fence or fence with one texture (not a model), then the result is the same, the wrapping effect is lost against the background of other objects. If you have any ideas on how to solve this problem, I will be very grateful to you. Anyway, thanks for the shader!)
The text was updated successfully, but these errors were encountered: