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Self-Illum Diffuse, how does it work?
I'm trying to use the built in self-illum diffuse shader. I have put a Base and an Illum texture on the object. The Illum is all black for testing purposes (also tried different shades).
The Illum seems to have no effect on the shader. The whole object appears completely lit. What am I missing?
Answer by Owen-Reynolds · Feb 24, 2014 at 09:22 PM
I've never used it, but it does say "Illumin (A)". That probably means that the 2nd texture's RGB are ignored, and Alpha is the self-illumination. Probably max alpha (opaque) is fully self-illuminated, and your 2nd texture is fully opaque. When you examine the texture in Unity, if there's no RGB toggle centered in the top bar, it means alpha is just solid.
As a quick test, could grab the Unity default-Particle texture. Make sure to rotate it, and watch the dark side.
It appears you are right Owen, I should have paid more attention when reading the documentation:
One Illu$$anonymous$$ation texture with alpha channel for Illu$$anonymous$$ation $$anonymous$$ap
I will try this later on and give you accepted answer if it works. Thanks!
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