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Unity - Using a second map channel for unique alpha masking?

Hey guys,

I'm stuck on a problem on a model I'm currently building for work...

So I haven't really worked in Unity as heavily as now so I'm quite lost in this sense haha.

I've got two pieces of terrain... that I've modeled in Maya and both pieces of this terrain are using tileable textures however the grassy area hovering over the cliff is too hard edged so I've decided to give it a slight alpha trim along the outlines of the geometry...

Is there a way to setup a separate UV set or map channel for me to use a alpha mask uniquely on this piece of geometry? (same idea/concept as a separate UV channel for baking lightmaps)
In 3DS Max terms... How would I go about using a tileable texture (on map channel 1) and a alpha mask (for map channel 2)?

help.jpg

Any help appreciated!
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