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.
Replies
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...
Original thread is here: https://polycount.com/discussion/229477/marmoset-toolbag-4-deferred-material-for-pom-decals
Thanks!