Open MCBTay opened 2 years ago
Looking through the game's collection of MaterialControllers, the only place where they are actually setting any alpha masks on a MaterialController is for the body. Meaning that assigning them is to mask the material itself of the controller you're using. So in your test case, to mask the shorts. Those alpha masks would be for how you'd attempt to mask the gear item itself.
having said that:
Two things here:
Alpha masks on the actual mesh; we can try to handle this on the albedo texture itself. I don't think we need to worry about trying to give a mesh a mask at the prefab level. It locks the asset into always having that mask, no matter what.
I think it's much easier use these kinds of alpha masks on the fly with the albedo texture (like we can with HDRP textures, when "alpha" is enabled - ala Hair or Facial Hair).
Alpha mask for the body; Whatever we have going right now works well. I guess our prefab script is actually where the masking is being changed, via threshold values... I just wish there was a way to "overwrite" the mask on a per-mesh basis.
Adding duplicate label as this is really a duplicate of #2, but I don't want to close this ticket due to the good conversation had here thus far.
An example of using Alpha Clipping on CLOTHING (non-hair/facial-hair).
Updating this ticket to be specific to "Material Alpha Masks".
Once we can 'extend' the Easy Day shader (MasterCloth_v2), we might be able to enable this flag/option.
For the time being, as a workaround, if we have the 'advanced' option (via #112) on clothing, this lets us use HDRP/Lit shader and this works fine.
I know you previously did not want to close this ticket, as per previous conversation history - but our solution to this is to be able to done via #112
Closing
So do you actually want to close this ticket? You said closing but it's still open hehe
Custom alpha mask (does the alpha mask file selector even do anything?)