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Question by dustinbahr · Feb 25, 2015 at 07:29 PM · shaderalphamask

Shader mask using greyscale instead of alpha?

I am completely new to writing shaders.

I found this simple shader which uses 2 textures, one main texture, and a second as a mask.

 Shader "MaskedTexture"
 {
    Properties
    {
       _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
       _Mask ("Culling Mask", 2D) = "white" {}
       _Cutoff ("Alpha cutoff", Range (0,1)) = 0.1
    }
    SubShader
    {
       Tags {"Queue"="Transparent" }
       Lighting Off
       ZWrite Off
       Blend SrcAlpha OneMinusSrcAlpha
       AlphaTest GEqual [_Cutoff]
       Pass
       {
          SetTexture [_Mask] {combine texture}
          SetTexture [_MainTex] {combine texture, previous * texture}
       }
    }
 }


Source: http://www.clover-studio.com/blog/custom-mask-shader-for-unity-3d-weve-developed-for-a-childrenss-game/

This works great. However for my application I need to be able to do the exact same effect, except base the masking on greyscale values instead of alpha values.

Can this be easily modified to do that?

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avatar image vintar · Feb 25, 2015 at 08:55 PM 0
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What happens if you set the texture to "build alpha from grayscale" ?

avatar image dustinbahr · Feb 25, 2015 at 09:11 PM 0
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I need the texture change dynamically, therefore I am using a RenderTexture. Can this be done with RenderTexture?

avatar image vintar · Feb 25, 2015 at 09:17 PM 0
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Check this conversation, maybe you can get something form it (shaders aren't my thing :D ) : link text

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