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Cullingmask issue.
I'm having trouble understanding a rather simple operation (I'd think it would be) involving a shader.
What I'd like to do is have two textures -- a planet texture, and a clouds texture, and have the clouds' offset shift gradually to make it look like the clouds are moving over the planet -- but I can't seem to get my masking shader to work correctly. Instead, what I'm getting is a big white blob. I really want to understand what's going on in the shader here, but I feel a bit lost -- what I want is for it to ignore the color in the mask, and only display the color in the texture when the color in the mask is white. I've attached a screenshot of what's going wrong, and what I'd like. I understand that it must have something to do with the Blend mode that the shader is using, but I don't really understand the vernacular on the unity page. Any chance you could explain to me what's going wrong, and how to fix it?
Here's what I've got:
Here's my planet with the clouds, but without the mask. Still kind of yuck.
Here's the shader:
Shader "MaskedTexture"
{
Properties
{
_MainTex ("Base (RGB)", 2D) = "white" {}
_Mask ("Culling Mask", 2D) = "white" {}
_Cutoff ("Alpha cutoff", Range (0,1)) = 0.1
}
SubShader
{
Tags {"Queue"="Transparent"}
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
AlphaTest GEqual [_Cutoff]
Pass
{
SetTexture [_Mask] {combine texture}
SetTexture [_MainTex] {combine texture, previous}
}
}
}
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