I want to add a mesh with a texture on it but the mesh color has to be red and I don't want it to affect the texture, right now it's tinting the image texture (map) to red too. What I want is like maybe a red wall and then a colorful graffiti on top of it which would be an image texture with alpha and the user can see the wall color through the transparent parts of the graffiti, if that makes sense.
#Stop the texture from tinting from the color.
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My stupid brain tells me to just duplicate the mesh and scale up one of them slightly then use 2 different materials, one for the wall color and the other for the texture with the alpha.
or
I could take the texture and make a new image with its dimensions then fill the new image with the desired color using the canvas API and draw the texture on top of it then use the new image as the texture
But I know both of these solutions might be pretty unoptimized
I've looked into it and I think it says I have to use shaders or something but I don't exactly understand it
easy way is to use different mesh / materials
make a box mesh + blue material
and a plane with the heart transparent texture
Adding another mesh in front of it might work. It can however cause z-fighting if they are close to each other and the camera is far away due to numeric precision. A third approach is to create a shader that samples the texture and uses the alpha channel to know when to mix with the base color