Making a surface transparent from blackness of texture

Posted by Dan the Man on Game Development See other posts from Game Development or by Dan the Man
Published on 2012-06-09T16:28:56Z Indexed on 2012/06/09 16:49 UTC
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I am making a "halo" shader in unity using GLSL. And I've come to a roadblock.

What I need to do is take a texture, like the following, and make it transparent according to the darkness of it. And I don't want a cutout, because that cuts it off at a hard edge.

Default particle

This line of code doesn't seem to work.

gl_FragColor = texture2D( vec4( _MainTex.r, _MainTex.g, _MainTex.b, _MainTex.a), vec2(textureCoordinates));

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