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Shader: Masked Tint with Transparency
I'm trying to create a masked tint shader that supports transparency (using it for sprites). I know how to do masked tinting in a non-transparent form. I have one texture that is the cutout sprite and another that is the tint mask (using the alpha channel). What I feel like I need to do is lerp between the original and tinted textures using the mask texture's alpha channel, but I don't know how to use three textures in a combine statement. However, if there's another way to tackle it I'm all ears.
Thanks!
Ryan
Are you writing a surface, vertex and fragment or a fixed function shader?
$$anonymous$$y non-transaparent tint shader is just straight up ShaderLab. I don't know any shader program$$anonymous$$g languages at the moment (though plan on learning in the co$$anonymous$$g months) and was hoping I could get by with my limited understanding of the ShaderLab syntax. I can usually get simple things done, but this one is evading me.
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