#Importing texture into shader graph doesn't look good
1 messages · Page 1 of 1 (latest)
Importer preview shows it with alpha transparency, SG node preview shows it without alpha
Neither are directly representative of how it'll appear in the scene on a material
Though you're not using the alpha output for anything so reality is closer to the node preview
Same for texture dimensions
i see, so how can i use the alpha transparency? because this looks really ugly 😭
Open texture settings
Generally all you need to do is plug (A) output into the block Alpha input
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)
im trying to make a mask to fill a shape, so im using the alpha already. this probably isnt the most efficient way to do this though
the first 3 blocks are just trying to get the "whiteness" of the image lmao
I don't understand what this is meant to achieve
Alpha of the sampled texture is unused
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
seems to work better, but there are some clipping things. maybe thats because of the image anti aliasing, thoughj
More or less
Depending on how the texture was made, disabling "alpha is transparency" in texture import settings may fix it (or may make it worse)
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
"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
Many image editors assume you don't care about color in transparent pixels and replace them with white which causes problems in tech art