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Question by gonzalitosk8 · Apr 21, 2015 at 03:17 PM · shadercareffectcubemapflare

emmit texture from shader

hi good day!

I have an idea that can not be expressed in a shader.

basically I want a texture is issued as a result of the effect "Gloss"

the question: How do I can cast a texture that follow the coordinates of effect "Gloss"?

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avatar image Pharaoh_ · Apr 21, 2015 at 03:26 PM 0
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I have no idea what you're talking about. Can you please mention an example? You're saying shininess - crystal clear. Then you mention "texture"; you're using "issue" and "cast" as verbs, this is the part I do not understand how you want to get advantage of the shininess: to do what on the texture?

From a vague assumption, I'd say you want to raycast on the texture, but only on the glea$$anonymous$$g parts, is this correct or not?

avatar image Pharaoh_ · Apr 21, 2015 at 04:54 PM 0
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Not sure how they made it, but it looks to me that they are either using a reflection shader or Render Texture (which is less likely). http://docs.unity3d.com/$$anonymous$$anual/class-RenderTexture.html

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Answer by HD32 · May 04, 2015 at 10:21 AM

You could use a particle system to do this. In the standard particle pack that comes with Unity there is a sparkles particle system. If you used that along with a reflective diffuse shader, it could do the trick.

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