![]() It’s never blown out, but it lacks additive properties. I sorta get this result with my additive setup but it isn’t perfect (and I want AddMul to avoid white blow-out).ĭoes anyone know how to add this type of effect to an AddMultiply Shader in ShaderForge?Īlso, Alpha blended with a bright emissive looks like AddMul but isn’t. How would you dissolve your texture (not using opacity clip too hard edged) if the graphic was solid white/black? Wouldn’t it just abruptly disappear once it began subtracting? Imagine if you wanted a custom texture to dissolve the texture instead of relying on the main texture’s opacity. Here’s an image of what I mean by dissolving with texture. ![]() Again, Alpha/RGB eats away and fades at the same time.įade in (alpha) > Change colors (orange to dark red/black) > Dissolve out (no Alpha fade). Vfx_fire_04 - Similar but less complicated version of 03. This works if RGB goes from light to dark values (red to black). Vfx_fire_03 - This looks like it’s using RGB colors to eat away at the emissive while fading out as well. Vfx_fire_02 - Similar but less complicated. Vfx_fire_01 - This looks like a general shader (no dissolve) that relies on alpha. How do each of these four Shader’s function? This is what I understood: ![]()
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