I'm working in a wheat field for an environment in Unity.
I started with Substance Designer to create the material/texture 2D Plane since I couldn't find a free package that included a proper wheat texture.
Now I'm on SpeedTree and the texture apears on some of them really dark, others display correctly.
I know some of it is because AO and shadows, but still doesn't explain the irregularities. In Substance Designer I changed the color map to a single color node instead of a gradient map but still hasn't solved the issue.
These are just planes 2D textures, not actual 3D wheat plants, for performance purposes of course.
Two sided is checked.
I can't think of anything more. Please forgive my ignorance if it's too obvious, I just started with Substance Designer so I don't know if the problem is originated from Designer or if it's a conversion/export issue on SpeedTree.
Thank you for your time.
Thank you though
Yeah the dark halo is because I couldn't get transparency in Substance Designer.
As I said i'm fairly new to the software, tried RGB-A split, RGB-A Merge, searched for tutorials or info and was extremely confussing.
At the end I decided to use an Opacity map; I just output the greyscale to the Opacity and did the trick.
Of course background is Black, so maybe that's the whole issue? Not getting proper background transparency?
you can use premultiplied-alpha to remove some of the artefacts associated with having a black background but it's a crutch and only works if the shader supports it.