#Importing texture into shader graph doesn't look good

1 messages · Page 1 of 1 (latest)

iron jolt
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I have this texture that I want to import into shader graph, and it looks fine in the importer, but in shader graph it looks completely different and acts completely different. How can I fix this?

grave fog
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Though you're not using the alpha output for anything so reality is closer to the node preview

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Same for texture dimensions

iron jolt
grave fog
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The result can still change if you modify the alpha between those, or if you have enabled alpha clipping with some odd Threshold (not close to 0.5)

iron jolt
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the first 3 blocks are just trying to get the "whiteness" of the image lmao

grave fog
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Alpha of the sampled texture is unused

iron jolt
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im trying to make a fill sorta thing

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using the gradient as like the sample

grave fog
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That's a bit messy for sure, but it'll probably work like you want if you Multiply the One Minus output wth Sample Texture A output before passing into Alpha input

iron jolt
grave fog
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A solution would be to extend the gradient in the image out into the transparent areas as a safety margin, and save the image in a way that doesn't scrub out the color values of alpha 0 pixels

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"Alpha is transparency" setting attempts to extend the color pixels in just such a way, but fails here possibly because the're unexpected antialiased pixels bordering the gradient's opaque area

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Many image editors assume you don't care about color in transparent pixels and replace them with white which causes problems in tech art