I am using maps ripped from Tomb Raider 4 in unity(not commercially), and I ran into a problem. Because of the nature of TR4's texture properties, I cannot apply singular shaders per texture property because of the way my room rips handle their textures. TR4 maps apply their textures by collecting different texture…
I don't remember the exact nomenclature for unity, but you would use the same texture in a few different shaders ie: So one for transparent magenta parts, one for water transparency and one regular shader with no transparency, and apply those to the corresponding parts. The only issue I could see is if the mesh only has 1…
I would be surprised it there would be a way for this. You don't need to separate them by the way. You can simply use this texture in every shader, even if usually each will use just a little part of the texture.
It would probably require a custom shader. The easiest way might be to edit the texture to have one version with the alpha for the water, and another version with the alpha for everything else.
the problem is though, i need different shaders for different sections. I need a shader that makes magenta transparent for some, and i also need a shader that makes the water transparent. If i use a shader to make the water transparent, it effects all textures in that tile collection. is there a shader method i can use in…
so i've decided to write a shader(with multiple elements) to support all of that, but i am having a problem writing a shader that makes magenta (FF00FF) the alpha channel, i can't seem to find the right method. i know this is the wrong forum section for this, but can anyone help me out? and is there a way to write a shader…