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Question by antonipxilo · Jun 19, 2012 at 03:30 AM · shadertexturematerial

texture alpha with color constant

Hello everyone, i'd like to know if it possible to create a Pass where i multiply the texture alpha with a loaded constant color

         SetTexture [_MainTex] { 
             constantColor [_Ccolor]
             combine texture.a * constant
         }

does anyone know how this is achievable? thanks!

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Answer by Ipsquiggle · Jun 19, 2012 at 03:38 AM

There is a second form of combine which calculates the alpha separately from the color, like this:

 combine color, alpha

So you probably want something like this:

 combine texture, texture * constant

Note: untested code! Let me know if that doesn't work, I can investigate further...

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Answer by antonipxilo · Jun 19, 2012 at 01:40 PM

Hi Graham, i am not very familiar with the unity shader system, any help is appreciated

if i had to write GLSL it would be something like this

{ float4 color = tex2D(diffuseTextureSampler, in.UV); color.RGB = materialConstantColor.RGB; }

so basically my final pixel will be (texture.ALPHA + constant.RGB) any ideas?

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