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Question by Ray-Koopa · Jan 18, 2016 at 08:48 AM · texturematerialalpha-channel

Alpha Texture with white pixels turns out black

I'm having a few issues creating a grid visual for a level editor inside the game. One of it is that I have an alpha texture with white colored pixels, but in the game, it eventually turns out black.

(To visualize my problems, I had to use a few external image links, as I could only attach 2 images otherwise.)

  • The grid itself is just a plane which gets the following texture applied: Texture Inspector

  • While it still looks good in the texture inspector, it already looks buggy in the material inspector. It doesn't look fully transparent anymore, as if a blueish tint was added to it through lighting, and the bottom of the cube is somehow yellowish: Material Inspector

  • Even worse, when seeing the plane in the editor, it turned into a darkening texture looking like it contains black color: http://ray.syroot.com/unity/alphatexture/p3.png

  • That's absolutely not what I want. In the end, it should look like this (screenshot from the old version of my game on my engine); note that the background clear color is black (if it would be blue, the grid would still be white): http://ray.syroot.com/unity/alphatexture/p4.png

My first guesses were that Unity applied some kind of lighting to the grid. But I already excluded the object from the only ambient light with a cull mask, putting it into its own layer.

I'm a bit lost here. Did I already make an error in the material inspector, since it already looks bad there?

p1.png (19.5 kB)
p2.png (29.7 kB)
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Answer by saschandroid · Jan 18, 2016 at 09:26 AM

Do you get the desired effect with the "Unlit/Transparent" shader?

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avatar image Ray-Koopa · Jan 18, 2016 at 09:30 AM 0
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Thanks, that's it! I quickly had some look into the shader manuals, and guess I tweak this shader to also disable culling and mix in a texture deter$$anonymous$$ing the alpha to get a nice circular fade out of the grid.

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