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Unity 3D Alpha Map Problems?
Can somebody please help me on this because this is REALLY annoying and a group of us a have looked at this time and time again and can't understand the reason why this isn't working.
We have a 3D object in Unity (a transparent jar with olives inside) and the texture attached to it has an alpha map so that you can see inside the jar.
We've set the texture to Transparent/Diffuse inside Unity but for some reason - no matter how much we try - the sections of the alpha channel that are solid still have transparency, despite the fact that on the map - the sections are white.
The only other alternative we can think of is going into the models and dividing them up with their own textures, but we'd rather just have one map for one object but with the alpha channel providing transparency on the required sections.
Any suggestions how we could achieve this - or is there no other option but to break up the models and assign them individual textures?
Thanks in Advance
PB
Answer by Statement · Mar 16, 2011 at 02:37 PM
Make sure you have full alpha in the main color value associated with the material, just above the texture slot in the inspector. If you do have some other alpha value in there, you won't ever get full opaqueness.
Here, main color has 45% alpha resulting in transparency over the whole material.
"full alpha" does that mean we should have that section entirely white or not?
What happens is that main color is multiplied to the texture color. For example, if the texture has full alpha (white) at some texel and main color has 35% alpha, then that part will be 35% opaque. It just gets multiplied per channel, so you want to have 100% alpha in the color.
Just to make sure we're talking about the same thing; there's color and there's alpha showing in the picture above. The smaller bar (alpha bar) should be fully white. What color you choose otherwise won't matter. You can have it red, with full alpha for example.
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