When creating terrain textures for our game, the shader I wrote shows transitions between textures based on a combination of vertex colors and the alpha channel value of the texture. To do this our artists created separate layer sets for the alpha values which then had to be manually copied over to the destination file's right channel. Although this works, doing this 10 times in a row, constantly making sure the right layers and channels are visible really slows down your work.
The script I wrote simply lets you selects the layer set that contains the color and alpha layer sets and everything is automatic from there. For the RGB channels the user has the option to create a single layerSet called COLOR or split them out into RED, GREEN and BLUE which can be handy when using each channel for something different (masks etc.) The tool takes care of the rest, making sure the content of each folder ends up in the correct channel.
And here's the shader using the textures in action:
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