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How to create mask channels (RGBA) textures for 2D rim lighting in URP?
Lost Crypt 2D sample project demonstrates use of mask textures for rim lighting etc. using URP and 2D Renderer (SRP).
I am curious on how those mask textures are created? Will appreciate any guidance or pointers here.
Read this but couldn't find much details on mask textures. https://blogs.unity3d.com/2020/02/06/behind-the-lost-crypt-art-in-our-new-2d-sample-project/
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