Node Settings / Blend Operations / Alpha Channel Questions
Posted: Tue Oct 23, 2018 8:34 pm
Hello, I've recently begun working with the Amplify Shader Editor and have some questions regarding node settings, blend operations and alpha. I am trying to create a shine effect where a bar of light would move across a medal, but I am having some trouble trying to achieve the types of effects I am shooting for.
As I've experimented with the Blend Operations modifier, I've found that I'm not getting the results I would expect based on my prior knowledge of blend modes. For example, using the Overlay setting I would expect a result similar to what is seen on the wiki here, where the second input is applied onto the first input. Instead, my second input seems to completely overwrite my first, as seen below.
In addition, it seems that any time I use an image with transparency, the empty space gets filled in by the edges of the image 'stretching' to fill the empty space. This does not appear in the shader editor itself, but rather, in the Unity scene. In this case, the white stripe seems to stretch to cover the entirety of the medal it is being layered on top of. An example of this can be seen in the final image I've included.
The white bar used in the above example is a sprite, but I haven't had success using other texture types either. This issue also persists beyond the Overla setting. Across the board, any transparency I have in my images seems to be getting filled in with color.
I have a feeling that something in my Node Settings isn't set right for what I am trying to achieve, but I haven't been able to determine what thus far. My current settings for the shader are below. Worth pointing out is that I am using the Lightweight Render Pipeline 3.0 and have used this tutorial to allow me to create lightweight shaders.
The be very clear about what I am trying to achieve, I included another example below, showing what I am running into, vs what I am trying to achieve. Any insight you can provide would be greatly appreciated. Thank you for your time.
As I've experimented with the Blend Operations modifier, I've found that I'm not getting the results I would expect based on my prior knowledge of blend modes. For example, using the Overlay setting I would expect a result similar to what is seen on the wiki here, where the second input is applied onto the first input. Instead, my second input seems to completely overwrite my first, as seen below.
In addition, it seems that any time I use an image with transparency, the empty space gets filled in by the edges of the image 'stretching' to fill the empty space. This does not appear in the shader editor itself, but rather, in the Unity scene. In this case, the white stripe seems to stretch to cover the entirety of the medal it is being layered on top of. An example of this can be seen in the final image I've included.
The white bar used in the above example is a sprite, but I haven't had success using other texture types either. This issue also persists beyond the Overla setting. Across the board, any transparency I have in my images seems to be getting filled in with color.
I have a feeling that something in my Node Settings isn't set right for what I am trying to achieve, but I haven't been able to determine what thus far. My current settings for the shader are below. Worth pointing out is that I am using the Lightweight Render Pipeline 3.0 and have used this tutorial to allow me to create lightweight shaders.
The be very clear about what I am trying to achieve, I included another example below, showing what I am running into, vs what I am trying to achieve. Any insight you can provide would be greatly appreciated. Thank you for your time.