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Toolbag - UV1 for transparency? Custom shader?

high dynamic range
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Fabi_G high dynamic range
Hi! I'd like to use UV1 for the alpha map. This is for a past project, I wish to render in Toolbag 4, no urgent matter, just curious.

I read through the custom shader page on the toolbag website, but my knowledge and understanding of the shader code is still insufficient to make a working modification. I get the intended effect when exchanging "vertexTexCoord" for "vertexTexCoordSecondary" in alphabase.frag, but, of course, that's a change to the standard shader. I would instead like to do something like an override or expand the existing alphabase.frag with a bool to use UV1, if that's possible.

Appreciate any tips. In the meantime I will keep looking.

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  • thomasp
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    thomasp hero character

    You could try to contact Chris Perrella who is mentioned in your link to the toolbag website
    radiancef0rge on polycount.

    Back in the day he wrote a custom shader for Toolbag 3 that does support a 2nd channel for transparency (at my request, I believe) and was plugged in as custom one but replaced the Albedo slot. Unfortunately I can't locate it with a quick web search here on polycount. As I recall it was a very simple shader, probably still good to go in Toolbag 4.

    Sadly it's not installed right now on my new machine over here. I do have it in a backup on my old PC though should all other efforts fail.


  • francoislarrieu
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    francoislarrieu polycounter lvl 4
    Hi all!

    I'd just have to make sure that when you put a normal texture and an alpha, the base albedo is transparent, that it takes on the color underneath, because even if I deactivate the albedo, the color remains white. I just want make Deffered decal like in Unreal...
    Is there any way around this?
    Original thread is here: https://polycount.com/discussion/229477/marmoset-toolbag-4-deferred-material-for-pom-decals

    Thanks!
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