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  • ...lder hierarchy. Then, use it on any object where you want Culling off and alpha textures. _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
    2 KB (163 words) - 21:56, 17 January 2012
  • ...lder hierarchy. Then, use it on any object where you want Culling off and alpha textures and Vertex Lighting. _MainTex ("Base (RGB) Trans. (Alpha)", 2D) = "white" { }
    1 KB (134 words) - 21:56, 17 January 2012
  • [[Category: Alpha]] ...h that modulates between original texture color and "alpha color" based on alpha of main texture.
    12 KB (1,380 words) - 21:56, 17 January 2012
  • ...ate by having large polygons but almost everything is invisible due to the alpha. This should be avoided for performance reasons and of course because the g ...eference photos, tileable bark textures and high res leaf textures with an alpha channel. These textures are Unity ready and can be used for your tree model
    5 KB (810 words) - 14:38, 14 May 2007
  • [[Category: Alpha]] ... be affected by lighting and should be visible from both sides. Note that alpha testing is used instead of blending, which means partial transparency is no
    1 KB (134 words) - 21:56, 17 January 2012
  • _Color ("Main Color, Alpha", Color) = (1,1,1,1)
    638 B (79 words) - 21:56, 17 January 2012
  • | Alpha 8bit || 1 Bpp
    390 B (51 words) - 20:46, 8 December 2018
  • [[Category: Alpha]] BlendedDecal requires a texture (which, if it has an alpha channel, will be masked appropriately) and has a colour option which can be
    2 KB (262 words) - 21:56, 17 January 2012
  • UsePass "Alpha/Glossy/BASE" UsePass "Alpha/BumpedSpecular/PPL"
    1 KB (100 words) - 21:56, 17 January 2012
  • _Color ("Main Color, Alpha", Color) = (1,1,1,1)
    646 B (81 words) - 21:56, 17 January 2012
  • _Color ("Main Color, Alpha", Color) = (1,1,1,1)
    876 B (83 words) - 21:56, 17 January 2012
  • [[Image:AlphaSelfIllum.jpg|thumb|100px|Self illuminating alpha texture]] Jessy - Unlit/Tinted Alpha Blend
    1 KB (157 words) - 23:14, 19 January 2013
  • ...tures but still want paths. Basically it blends between two textures using alpha from the third (Path Mask) texture. Path Mask texture's alpha channel is used to blend between Main and Path textures.
    4 KB (441 words) - 21:56, 17 January 2012
  • ...of the level. If you want it to start invisible, simply edit the object's alpha value to 0 in the color setting. var alpha;
    2 KB (247 words) - 20:52, 10 January 2012
  • ...he GlowEffect shipped with Unity 1.5.''' This script makes areas of white alpha glow. The amount of effect and the blurryness of the glow can be controlle ...does not seem to be the case as of Unity 1.2.2. Make sure to also set the alpha of the tint color in your skybox to an appropriate value. This means that
    11 KB (1,233 words) - 20:44, 10 January 2012
  • * [[Procedural Circle Mask]] - An alpha blended shader that creates a mask in the shape of a circle in UV space ...ed Reflective VertexLit shader, with a slider to control amount instead of alpha channel.
    13 KB (1,831 words) - 10:08, 3 August 2016
  • A typical setup is displayed: two tileable textures, an alpha texture to control the blending between them, and a bump map.
    9 KB (918 words) - 21:56, 17 January 2012
  • An Alpha/VertexLit shader that modulates result with per-vertex colors. Requires dua See also: [[VertexColor]] for a non-alpha version of this shader.
    1 KB (107 words) - 23:14, 19 January 2013
  • var normalAlpha = .5; // Normal alpha value of the cursor ... .5 is full var fadeTo = .2; // The alpha value the cursor fades to if not moved
    3 KB (411 words) - 20:52, 10 January 2012
  • EDIT 19/10/06: Had to upload texures as Jpgs so I've added a separate alpha for leaves.<br>
    4 KB (664 words) - 23:22, 21 November 2006

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