Hi,
I'm struggling to find a way to reference the 'Opacity Mask' information generated from my ASE shader. More specifically, I have a basic material that has an Albedo texture and it 'disintegrates using a noise texture and the Opacity Mask. I'm trying to emit particles from the surface but only from the areas that are still visible. So I'm trying to reference a texture in the shader that would combine the Albedo and also the dynamic Opacity Mask as alpha.
I hope this makes sense and any help would be massively appreciated.
Many thanks
A