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
Referencing ASE Opacity Mask Texture in c#
- Ricardo Teixeira
- Posts: 954
- Joined: Fri Aug 09, 2013 2:26 pm
Re: Referencing ASE Opacity Mask Texture in c#
Hello,andyo wrote: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
I'm afraid you can't reference the alpha directly in that manner, with or without ASE. You could try using Unity's own Graphics.Blit to extract it but I don't recommend going for this if you are not comfortable with the process.
Alternatively, I recommend looking into existing solutions:
Particle Texture
TextEmit
Hope it helps!
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