Jul 18, 2007 · But im having some issues using polybrush and android devices (didnt tried ios but maybe its happening their to), im using unity 2017. I figured out how to make it transparent, but I cant figure out how to get the color to tint. See in Glossary have executed and all Textures have been Nov 4, 2015 · Basically, what I’m trying to do is apply a texture over a game model’s main texture. Jun 1, 2023 · In this video we create a custom shader using shader graph that combines two textures in Unity. In the second platform icon (Standalone), under API Compatability Level, select ‘. Feb 10, 2013 · I am making an iOS game and need to blend two textures with alpha back and forth. Dec 3, 2010 · Sorry that this is a month late; I missed it somehow. They’re separate things and use cases that don’t require the other, they just happen to be the same underlying math. The functionality of this command depends on the blending operation, which you can set using the BlendOp command. The result will be darker than either input. NET 2. 22: float2 uv2_AmbientTex; 29: o. Please, do not make any changes to your username or email addresses at id. Nov 26, 2021 · Torbach78 said: ↑. I have found a shader that seems to solve my… Nov 2, 2010 · bd. Normal = normalize ( lerp ( normal1, normal2, _Threshold)); } Unity doesn't store it's normal maps in greyscale, it stores them as swizzled DXT5 textures (this keeps them at a higher quality at the cost of some texture memory). Albedo *= tex2D (_AmbientTex, IN. In the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you Apr 22, 2007 · Code (csharp): newTexture. 0-1. Pass this into the T node of a lerp or inverse lerp, with the textures you're wanting being in A and B. com during this transition time. See in Glossary. Farfarer , May 18, 2011 #2 ShaderLab command: Blend. This shader does everything I need except allow textures with Jun 21, 2014 · 14. think of shaders as a bunch of tools, filters and adjustments assigned to a photoshop layer. Your object has the same texture assigned for the first method but the correct textures Jul 23, 2021 · Hi, I am trying to achieve a checkerboard kind of a texture on a plane where I can give two images dynamically and they’ll be placed as tiles on a plane. Texture Painting mode is for texture blending shaders. rgba; Oct 24, 2008 · I am trying to blend two textures together over time using a float blend value. May 9, 2011 · Try this lerping method instead, it'll blend between the first and second texture depending on the alpha channel of the first texture. Blit and a custom shader to get a rendertexture. Jun 1, 2014 · Hi, I'm trying to apply a shader to a plane that blends two textures. More info See in Glossary for the cards they want to support. However, there is also a way to switch textures by providing vertex-colour… Nov 9, 2009 · karljj1. The latest worked fine (the output texture is correctly blended between the two lightmaps), but there is an enormous problem: I can't assign a rendertexture to the Lightmaps. More info. Jan 26, 2013 · Really there's a ton of ways you can blend two textures together, I mean just look at the options in Photoshop or gimp for blending two layers together; all of those options and more exist as possiblities for shaders. Apply(); And that is basically it. 5); where “tex1Color” would be the color you sampled from your first texture and “tex2Color” from the second texture. uv2_AmbientTex) * _BlendAmbient; 2) The mesh in there is provided in OBJ May 30, 2012 · o. a, t2. #2. z Mar 2, 2017 · If you are willing to have for example 1/16 as resolution, you can bake in the texture amounts for 16 different textures in one 8-bit "float-part", since it can hold 256 different integer values. Here you go, if you still need it. So if I have a terrain that's covered in grass and one that's covered in sand I want the two edges to smoothly fade between the grass and sand textures if that makes sense, so that the hard line where the two terrains meet is We learn about the fragment(pixel) shader by coloring our object with 2 textures! ----- Join the community, Dec 14, 2020 · Here's what my friend shared with me: A chart of blend modes and what they do. rgba; float4 overlayColor = tex2D( OverlaySampler, input. In short: I am looking for the fastest possible iOS technique to lightmap and also blend textures. Unfortunately Unity now has to render each of these material layers separately, despite the fact that they are all within one mesh. I’m trying to make a “page shine through effect”, that means I have an image/texture where I need to add some white on top (I really don’t know how to explain it), to get it looking less strong. Apr 7, 2023 · colinsauce00 April 7, 2023, 6:46am 1. Inside the texture block can be up to two commands: combine and constantColor. Jun 24, 2014 · I'm blending two baked reflection probes into one RenderTexture (cube), and set in custom texture slot in reflection probe and nothing changed just like in your case. I also have a wireframe texture which is basically just another texture that looks like a wireframe. I'm new to unity ,and i wanted to know how to use a greyscale image to blend 2 textures? i know decal does it, but i dont want to do it like that. a, f) This is Dec 13, 2012 · We are migrating the Unity Forums to Unity Discussions. it will blend the rest. However, some of the things I’ve tried to do don’t seem to work, and I’m not sure what the issue is. Polybrush includes a few different blend materials to get you started: Standard Texture Blend, TriPlanar Texture Blend, and Unlit Texture Blend. I. However, in order to correctly apply the additive effect, the depth texture from the first pass must be sampled. Jun 24, 2020 · Hi I have model in unity with an albedo color texture. Jul 12, 2010 · We are migrating the Unity Forums to Unity Discussions. 0, length(i. x * s. rgb*t2. its also set up to use two uv sets. (The shader you mentioned from the Mobile Assets package does all that stuff Then you use Lerp to blend between them. originalterrox, Apr 14, 2015. 5, 0. Anyone can help with this? Jul 1, 2010 · Joined: Jul 1, 2010. The third pass then takes the texture from the second pass and uses it to calculate the actual image that is output to the screen. The simplest way is to blend them 50% : 50% by using “lerp”. Normal as in “typical” or “expected” rather than “surface facing”, the later being the definition used in most places that word shows up in Unity. 0 will show 100% of the blend texture. shader Jun 30, 2019 · This is actual two separate issues: normal direction and shadows. 3. On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will go live. You want this transition to be a lot quicker than the texture blend. calls, otherwise you're always sampling 3 textures which defeats the purpose of making the combined one. Jun 15, 2022 · #racinggame#unitygame#carracingHow To Add Multiple Textures To Terrain In Unity 3d Download Unity Assets Free: https://incern. And yes, you'd want to use a custom shader for this. Select the Animation ClipAnimation data that can be used for animated characters or simple animations. Nov 29, 2012 · 1,553. Jul 24, 2021 · Greetings! I'm trying to create small paint app that uses RenderTexture for painting. That is, animate the texture so that the models goes from appearing as wireframe to appear as color. i want to use 3 different textures. The dark parts of texture 2 become see through and you can see parts of texture 1, lights and reflections. Name Type Options Description; Mode: Dropdown: Burn, Darken, Difference, Dodge, Divide, Exclusion, HardLight, HardMix, Lighten, LinearBurn, LinearDodge, LinearLight Mar 15, 2011 · I'm trying to combine two textures in HLSL - specifically, I want to take the alpha values from a base image, and the color data from an overlay image. overlayCoords. 0)) = 0. On July 12, the Unity Forums will become read-only. What I want to do is blend one texture into another - in my case, snow into rock. Jul 15, 2018 · I tried some options: A) just lerp the textures in c# using get and set pixels (incredibly slow, unusable) B) Using Graphics. Mar 15, 2013 · It will allow you to merge two textures together but also keep the first texture visible through the second textures alpha. I have written a shader for that, but it blends brush quads with black borders: I'm using next shader for painting: Here is a small example Shader that adds a Texture to whatever is on the screen already: Shader "Simple Additive" { Properties { _MainTex ("Texture to blend", 2D) = "black" {} } __SubShader__ Each shader in Unity consists of a list of subshaders. // Blends between two materials. Jan 13, 2011 · We are migrating the Unity Forums to Unity Discussions. The texture I want on the bottom goes into A, and the texture I want on top goes into B. bgolus, Dec 3, 2019. Feb 23, 2018 · There are countless ways how you could combine 2 or more textures. Since ‘Terrain’ is available in Unity, you would use it for most cases. Aug 2, 2010 · will blend the first two input values by the 0-1 range of the third value, so 0%-100% blend from first value to second. Mar 18, 2019 · Just a little video outlining a pretty standard practise in the games industry, of compacting your textures down into unused channels, or creating complete “ Mar 16, 2014 · We are migrating the Unity Forums to Unity Discussions. That material should not have the two alpha texture properties and. 75 would be a 50/50 blend of texture B and C. Jan 10, 2013 · What this code do is using the color outputted by the previous SetTexture and linearly interpolate it with the color of _Texture2 using the alpha value set to ConstantColor which is 0. How they are combined with what is already there is controlled by the Blend command. height; y++) { for(int x = 0; x < texture. Feb 13, 2022 · 25. baseCoords. Or have 8 channels, each with a resolution of 1/32. ) Also, it assumes that the watermark texture is smaller than the background texture. Oct 30, 2005 · It should blend two textures for example the main road and the rocks texture in this rule: if we have white in vertex color we should use first texture, if black - second. you can tweak it to get other results but i wanted a color and a pattern on top. 5, or 1) I want to assign one of the 3 textures [A, B, and C] to that grid on the plane. Jan 16, 2023 · This is what I use to check if a pixel is inside of the cube. SetTexture. Please change lines 22 and 29. Examples Alpha Blending Two Textures. I have two different texture maps for the colors of the particles. Right now, I am able to achieve this checkerboard pattern by usin… May 23, 2022 · What you will want to do is use just one shader, your teleport shader, and add nodes to it for the base texture. Hi, You could just think the noise as a mask, which you use to combine two inputs. I'm going to use multiple textures which I want to place on top of the sphere, on the front face and one on the left side (these are just example locations). I found a very basic blend shader that I’ve seen referenced several times, but I don’t know how to enable transparency for both _MainTex and _Texture2. Code (CSharp): Color blendedColor = Color. 3). width; x++ 8. The default layer blend mode in Photoshop is the “Normal” blend mode. So far I have this Dec 7, 2012 · You can either have two materials on your terrain, one with the blend and one without, or you can have a single material and have a fully transparent part of the texture you overlay on most areas and the transition edges you overlay on the rest. Is it possible to blend two render textures together in such a way: Have a sky background via a render texture and would like to blend the 1/2 and up mark to gradually another render texture. 0. This can be changed to blend (Mathf. uv - 0. Unity Shader: Simple Combiner Two Textures With Blend - . eg -> Multiply or Additive and pick some textures, put the object in front of something else and it will look like Multiply or Additive layer blend. Then, in MonoDevelop, on the first solution (Assembly-CSharp (you need to have a C# script open, and the Solution panel, to see it)), right-click References, Edit Oct 31, 2009 · I need to modify the 'Blend 2 Textures' shader in order to be transparent, and to also all color tinting via a main '_Color' channel. You use Blend to control blending between different shaders (and yes, it’s something you specify outside of the CGPROGRAM). The most common tool to "mix" things is Lerp, which just means linear interpolation between two values based on a third. Jan 3, 2013 · thank you very much for helping me out so much . stephenk,Jul 1, 2010. lerp() May 3, 2017 · The Blend node has several different modes, which are designed to match those same blend modes from Photoshop. I need to add this logo into the texture from the gallery and store this as variable to save into the gallery newly. 5 will display a 50/50 mix between both textures. To create a blend animation: Open the Animation window (from the main Unity menu: Window > Animation > Animation ). • 9 yr. Using tutorials, I've developed this graph which successfully blends two textures at a variable height with a variable blend weight. On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will Jun 5, 2009 · Hi guys. But when I try to add more textures, using the same Lerp method, I get stuck. I've found a way to programmatically create a rectangular mesh and layer the materials within it with UV mapping. 0f; Renderer rend; void Start() rend = GetComponent< Renderer > (); // At start, use the first material. This is what I get when texture blend reaches 1. I found some example code posted on this forum to do this using a shader. Determines how the GPU combines the output of the fragment shader A program that runs on the GPU. Mar 3, 2015 · In the Unity editor, you can specify a delay (default is zero), a step amount for blending and toggle off the effect altogether. Sort by: Add a Comment. The combination between the textures will be a multiply blend, I was expecting to look similar to what I get when using Multiply in Photoshop, but I'm getting a weird result like in the image below: This is my shader: Jul 24, 2017 · stakensj. so the first texture will use the first set of uvs and the second will use the Feb 24, 2014 · // Using half Lambert here because otherwise it runs from the -1 to 1 range and the blend will stop at the terminator and become tex2 on the entire hemisphere pointing away from the light. Though you could multiply the colors which Aug 19, 2018 · _Blend ("Blend Textures Amount", Range(0. xy ). Feb 20, 2014 · Hi all; I’m learning cg shaders at the moment and I’ve managed to blend two textures together by following some intro tutorials. #5. 5 + texture * (1. Is there a way in unity to gradually fade from one texture or material to another (on a mesh)? I'm aware of renderer. 2 and it works fine. I do this using the distance between two object as the blend factor. Apr 9, 2015 · 40. The texture block controls how the texture is applied. The method I've used and seen recommended is bit masking. empyrealhell. Lerp) between the two pixels based on the alpha, this example is just for a "either it's visible, or not" example. I can change the positions of the particles easily using the Set Target Position node and then lerping between the old and target positions. Jan 14, 2023 · No textures are exported when you export FBX files. Mar 16, 2013 · What I'm trying to do is find a way to blend the edges of the terrain textures to flow smoothly between each terrain. SetPixels( finalPixels); newTexture. Feb 15, 2018 · You use lerp to blend between two textures in the same shader. You didn't say that you need the solid color or vertex color tints, so I'm leaving them out for simplicity and possibly performance. //giving a smoother blend the closer it is to 0. Also it would be great to use lightmap to 2d uv channel. There are 2 possibilities. 5)) ) and then blend between the background color in each pixel and the new splat color using a. i made a material in blender 3d and i was hoping to get this effect in unity. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk Mar 18, 2009 · My problem stems from the fact I have no idea how to add a functional bumpmap/specular shader that alphas between two textures, like the color texture. The new texture is guarenteed to be writable (otherwise SetPixel/GetPixel won't work. May 13, 2020 · Unity ID. Jun 7, 2007 · Two textures seem OK for the purpose, as we can split up the level to use more textures where variation is needed. This is what I want to have happen when texture blend reaches 1 (shows texture 2). Posts: 5. You'll need to get distance from the object. . Using just a single seamless texture could make tiling unnatural. To blend Textures on a Mesh, make sure that your Material uses a Shader that defines how it blends Textures. And if we have grey for example we should blend two textures in 50/50. A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community. combine src1 * src2: Multiplies src1 and src2 together. Use the Texture tool to paint and blend multiple Textures on Meshes. Oct 5, 2015 · I created a terrain in blender, exported it in unity and I need to apply two textures with tiling, one for grass and another for roads, I also have third texture with a mask. float insideBox3D (float3 v, float3 bottomLeft, float3 topRight) { float3 s = step (bottomLeft, v) - step (topRight, v); return (s. To import image and movie files as Textures and Sprites in Unity: Select the image file in the Project window A window that shows the contents of your Assets folder (Project tab) More info. Additional resources: Materials. As you can see, there are no lights or reflections acting on it. But, if you also only want it to only blend where the lines of the wireframe texture are, then you'll want to multiply the third value by the alpha or brightness value of the wireframe texture to restrict the gradient blending Dec 7, 2012 · Not possible with real time shaders in general unless you write a custom shader that does it for you. Right now it blends the whole texture at once, however I would like it if it checked per pixel how much it should blend. So I blend two textures. finalColor = lerp(tex1Color, tex2Color, 0. I have tested this in my project using Unity 4. Hi all, Let's say I have a sphere mesh and I want to create a custom material using Shader Graph. Like I said, I hope this is a good springboard for what you're trying to do in your Unity project! Nov 3, 2009 · The second pass renders all the particles again using additive blending to another full screen texture. If the height was already below 1, then our contribution will be less. I thought a good setup would be: ColorMap: RGBA BumpMap: RGB (A as shine) And to have two sets of those textures: Specular_Color Shininess_Slider ColorMap_0 BumpMap_0 Blend Slider between _0 and Feb 8, 2016 · To blend two colors you can use the below example. 9 or something to just let 10% of It combines two textures into a new texture. Now, set the Tile Size X and Tile Size Y properties. In Unity import settings change the Material Naming option to "From Models Materials" instead of base texture name. I have tried to do it using a custom surface shader. Also, I left off the ability to modify the opacity of this with alpha for the same reason. My goal is to paint "Brush" texture with the color and alpha on the "Draw" RenderTexture (whole texture has the color (1, 1, 1, 0). The best formula I've come up with for interpolating between two textures with alpha and then blending them against the background is this: Code (csharp): fb1. The first step here is to figure out which parts you need to blend. I can set the original color easily using the Set Color From Map Dec 30, 2020 · Depending on the value of that pixel (0, . to generate mip maps & upload to the GPU. blenderRT. a, f)+lerp(t1. If I am not mistaken the rgb values can exceed 1, so Sep 20, 2013 · Regarding System. Should give better results. . For our purposes 0 will mean show 100% of the main texture and 1. that is not a blend mode that is a blend node to process inside a shader. Basically you scan the adjacent tiles to determine which transitions you need and store them in a bit flag on the tile. This wont work with compressed textures. Lerp( color1, color2, blendFactor); That's what I use for the edges, and it works well (I only want the outer 4 pixels to blend, so I know it's not going to be that smooth), but I'm having trouble blending the corners because Mar 31, 2020 · Keywords: #Unity ; #Unity3D ; Unity Tutorial ; #Tutorial ; #Shader ; Shader Graph ; Mask ; Mask Materials ; Mask 2 Materials ; LWRP ; Albedo ; Normal Map ; N Aug 14, 2013 · I am current writing a shader to blend two textures based on world height and a blend height, I am pretty close but i'm having trouble doing a gradient where the two textures meet and blending from one texture to another. May 14, 2013 · Apply. The reason it's not a single texture is because I want to swap them individually at Dec 18, 2009 · 2). I just founded that you need only to add. When graphics are rendered, after all Shaders A small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. smoothstep(0. The closest you can have is render your object twice with two separate materials, and have one be set to transparent with a mask to fade it out. The UnpackNormal function takes this format and gives you back out the correct normal map. The texture being applied contains some colors that the player is painting on in order to make the object look like it’s being painted. FBX just describes the mesh/texture UV coords, animations, etc and a material (maybe with texture file name, but not the file) The material for the mesh is imported by Unity (its in the FBX), but the texture must be imported as a seperate file. Mar 7, 2021 · I've got several layers of different textures, each is an image with a transparent background. If you are using a 2d sprite light in the shape of area 1 or if your 2d lights already are in the shape of area1 etc. mainTexture = newTex; but that happens instantly. height- layerHeight ); //Clamp our height to 1 or less and drive the lerp by it. Multiply is a standard option on shadergraphs setting menu graph settings menu surface = transparent then blending mode option will appear. Aug 3, 2018 · In this article, I explain how to blend two textures by vertex-colour blending in Shader Forge. Is there any way to do it with 2 images? void CreateCheckerboard() { for(int y = 0; y< texture. // This compresses it to the 0 to 1 range so you get a complete blend from the brightest to the darkest points. szynal, Feb 9, 2023. So when you walk towards something, it will blend, starting with the parts Jun 28, 2013 · Hi, i’m new to Unity and shaders, and I tried really a lot of things to modify/create a shader for my needs. I would prefer to gradually fade from one to the other over time. Anyway, the solution was to use the lerp module to lerp the alphas of the two textures so that they appear as being placed in layers. I assume i have to use a lerp between the two textures but I am unsure of how to continue. One when you are using the UV tool you can select the texture and the other by using materials. 25 on the noise map would be a 50/50 blend of texture A and B, and . Read our full announcement for more information and let us know if you have any questions. To do this use a distance node with your A input being Camera Position, and your B input being Position (probably in absolute world, though this will depend on what you want). Otherwise make a new Shader Graph with both “shaders” in it and lerp between them. Then, using the Add node, you can combine with the current input of the Base Color fragment slot. 0’, /not/ the subset. Right now, I am able to achieve this checkerboard pattern by using black and white colors. You can either drag a texture to the property from the Project View, or choose one from the drop-down. Jul 25, 2017 · We are migrating the Unity Forums to Unity Discussions. alphaBlend; return half4 ( alphaBlend, alphaBlend, alphaBlend, 1. orgUsefull Links: AI Enemies How to apply the texture is defined inside the TextureBlock. Aug 11, 2006 · Alpha blending is great, but sometimes you need to smoothly transition from one alpha blended sprite to another. Several problems with the files you've uploaded: 1) The shader in there does not use the syntax for accessing secondary UVs. tex2D. So far I have a slider that allows me to manually adjust the blending of the snow into rock textures (in the object inspector). 0); } That works fine and I can clearly see the right result: Now if I add the two textures, it does not give the expected result and the blending that I'm expecting to see: (I changed the Sun shader between the two screenshots) Here's the code for this: Code When Unity has to display a mesh, it will find the shader to use, and pick the first subshader that runs on the user’s graphics card. ago. You can also write your own texture blending shaders. See in Glossary with the render target. y * s. The larger the number, the larger each "tile" of the texture will be scaled. make on object and assign a Material to it, choose one of the Particle Shaders as the Material's shader instead of Diffuse. Blending is used to make transparent objects. For more information on working with Materials and Shaders that support Texture blending, see the following topics: Creating and Using Materials for Unity's built-in Jul 23, 2021 · Hi, I am trying to achieve a checkerboard kind of a texture on a plane where I can give two images dynamically and they’ll be placed as tiles on a plane. I understand how to blend them but not how to start at a specific point with a specific alpha that would then raise Create animations In Unity. Then call. I don’t need lots of control, there are no lights or anything affecting this shader. i also want to know if sprites are supported in this combo. My pixel shader for this looks like this: float4 baseColor = tex2D( BaseSampler, input. When graphics are rendered, after all shaders have executed and all textures have been applied, the pixels are written to the screen. 0 - 0. height* _BlendSharpness ); May 13, 2013 · half alphaBlend = i. Material material2; float duration = 2. If you think it is faster using many different textures to create variation in the level, this is also possible. Oct 29, 2011 · The Add Terrain Texture dialog. From here, select a tileable texture in the Splat property. e. 0,1. w. Simply use the value it returns in a lerp function between the two textures, which can only be a 1 or a 0 so it wont give any smoothness. rgb*t1. 6. mix A and B based on value of C. A value of 0. I need it to blend from color to wireframe texture bottom to top. It's easy enough to calculate a nice gradient based on the UVs being used to sample the main texture (. However, it is not possible to use the entire code on the iPhone because there is 3 SetTexture calls in one pass. 1p1 with polybrush and i have a simple cube and a material on that cube with the shader - Polybrush/Texture Blend (mobile), and i blended just 2 textures and on unity (for pc) i see it all good! Jul 2, 2013 · Hi, I’m no shader expert, and probably I’m resurrecting this post, but I think for you or whoever finds this post, a good idea would be first step: mix each of the textures with the alpha mask by separate, and then, blend them together. float t = min (1, bd. So I commented out the third call which adds the lighting to the model. height= max (0, bd. That is: result = previous * 0. rgb=fb0. When doing the blending, you want to use the terrain’s normal at the intersection point, and quickly blend to the real surface normal. Jun 5, 2019 · Especially since you're passing the previous texture in to blend with. 5. This will create a range slider in the Inspector allowing the user to input values between 0. IncrementUpdateCount (); line so unity can recognize changes in RT. , you could sample the LightTexture and use either one of its rgb channels or combined value of its rgb channels to determine how much light is in that pixel. Now I used a second white texture with alpha 0. When Unity has to display a mesh, it will find the shader to use, and pick the first subshader that ShaderLab: Blending. Feb 1, 2015 · How can I blend two textures into a new one? I have a charged texture from android gallery, then I have some logo png texture. Drawing: First, go to Edit>Project Settings>Player. Blender has 2 ways to assign textures. In between those values, I want the textures to be a blend of the next texture (for instance, a value of . unity. material. In that case, you could describe the blending of max 16 texture materials in for example normal. This small examples takes two textures. Here is a quick example to visualise one way of doing it. Texture block combine command. Sep 27, 2021 · Hi all! I am using the VFX graph to lerp between two point cloud objects. Nov 1, 2010 · I am in confusion, like i have Game environment as 2D , with two or more textures(max 7) to be rendered one by one above of the each other, but every texture to be in same quality as like original texture quality there should not be any decay or Blend. rgb*lerp(t1. 5) So in this present case, you average the color of the two textures. on your material to assign the combined alpha texture. Here is what I’ve tried so far: Shader "Gameplay Jun 12, 2016 · I am playing around with a Shader that blends from one texture to another. However, I cannot get it to work with the color. oc tw ww hp at rk ep ka bg tw