#I am newbie in this, so sorry for
1 messages ¡ Page 1 of 1 (latest)
@cedar sun Ok, really thank you very much, that you are trying to help me! â¤ď¸
I wrote own SPH fluid system, which is controlling particles in scene. Particle is gameobject with SpriteRenderer, which contains circle gradient sprite sent above. Every particle sprite is colored with one color. Gradient sprite is used to create little color blending feel.
So in scene I have multiple particles with colors and I want to create metaball effect on them. I found this idea: http://patomkin.com/blog/metaball-tutorial/ and implemented it.
This principle is using second camera with black background color with 0 alpha. Camera has set culling mask to layer on which are particles and result is rendered to Render Texture.
My problem is, that final texture contains black background, which is affecting colored areas, because it creates shade effect (thanks to particle sprite gradient).
My idea was if it is possible to not render background color to Render Texture at all and create it transparent.
When I tried to resolve it via Shadergraph I found, that I can simply remove background color via Color mask component, but logically it doesn´t remove black part under colored gradients, which is creating black shade effect.
grab the alpha channel from your render texture
and drag it into alpha of your shader
Yeah I tried it before, but my problem is, that i need to keep colors from texture => can´t repaint it with one color