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Question by Tofugames · Jan 16, 2011 at 05:43 PM · texturealphaproceduralcloudsgreyscale

Calling "Generate Alpha From Grayscale" from scripting??

Hi, I am attempting to create 2D procedurally generated clouds and I have everything working except for one slight problem.. I need to procedurally imported script to have the property "Generate Alpha from Grayscale" enabled and I haven't been able to figure out how to do this via scripting.. Any help on this would be greatly Appreciated! Thanks!

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avatar image Cosmas · Dec 02, 2011 at 05:04 AM 0
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Did you ever find a solution to this? I'm stuck on this one myself and if I loop the R values into A it still doesn't work.

avatar image KrisCadle · Mar 07, 2012 at 02:48 AM 0
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I would also like to know how to do this ;)

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Answer by syclamoth · Mar 07, 2012 at 03:02 AM

Use an editor script that iterates over the files that you want to modify, checking grayscaleToAlpha on each. Of course, you can't do this at runtime- because by that point the asset has already been imported.

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avatar image KrisCadle · Mar 07, 2012 at 03:17 AM 0
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I really need to do it at runtime with any user selected image ...

avatar image syclamoth · Mar 07, 2012 at 03:41 AM 0
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Well, that's a different question.

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Answer by Berenger · Mar 07, 2012 at 03:04 AM

Try to look here, here or the OP's question on forum.

I suppose it's not to hard to generate it yourself though. Once you have the texture, go through each pixel and generate alpha with an average of the 3 values, or like jessy suggest it, a dot product.

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avatar image KrisCadle · Mar 07, 2012 at 03:26 AM 0
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I found those examples when I started trying to solve it, but I've tried several attempts and the new texture just never has the same import settings as the old one. If I have an image on a cube generating alpha from grayscale and has it's transparencies, I can upload a new texture to the cube from my GUI button, and I can assign a shader to it that handles transparencies, but the new texture doesn't generate alpha from grayscale like the one it replaces and doesn't have that option when I click on it in the editor while it's running and loaded...

avatar image syclamoth · Mar 07, 2012 at 03:42 AM 0
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You can't 'import' textures at runtime without a special script. Don't expect to be able to use Unity's asset importer at runtime.

avatar image Berenger · Mar 07, 2012 at 03:56 AM 0
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Have you tried (pseudo code) ?

pixels = texture.GetPixels()
for all p in pixels
    p.a = ComputeAFromRGB(p.rgb)
texture.SetPixels(pixels)
texture.Apply()

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