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Question by Negagames · Jan 04, 2014 at 05:40 AM · c#runtimetransparencytransparent-texture

Transparency from grayscale while in game

Is there a way to add transparency to an object while playing, from grayscale? I'm trying to use a heightmap generated from a perlin script to create a cloud effect, and i'd like to create transparency from the dark areas on the texture while in runtime.

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Answer by Negagames · Jan 05, 2014 at 02:49 AM

 texG.Apply();

That notoriously forgotten command... That's what I missed. Thank you for the help guys!

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Answer by HappyMoo · Jan 04, 2014 at 11:20 AM

Check out the Particle Shaders like "Additive" etc.

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avatar image HappyMoo · Jan 04, 2014 at 07:49 PM 0
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have you tried this? Additive Shaders makes black pixel transparent and white fully visible

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Answer by sparkzbarca · Jan 04, 2014 at 01:15 PM

yea easy, just use a transparency shader and then in gimp or photoshop or whatever set an alpha layer.

to change the transparency of an object in general code wise.

 void ChangeAlpha(GameObject Piece, float Alpha)
 {
     Color TempColor = Piece.renderer.material.color;
     TempColor.a = Alpha;
     Piece.renderer.material.SetColor("_Color", TempColor);
 }

that will take a gameobject and a value from 0 to 1 (where 0 is invisible, 1 is fully visibly and .5 is partly see through) and set a gameobject WITH a transparency shader to render transparent.

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avatar image Negagames · Jan 04, 2014 at 06:28 PM 0
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@sprkzbarca Not really what the I was asking. What I need to do is change the alpha of a texture pixel by pixel while in game. This is what I had, and it wasn't working, but it should give a better idea as to what i'm trying to accomplish:

 if(modify3){
                 for(int x = 0; x < texG.width; x ++){
                     for(int y = 0; y < texG.height; y ++){
                         UnityEngine.Color col = new UnityEngine.Color(texG.GetPixel(x, y).r, texG.GetPixel(x, y).g, texG.GetPixel(x, y).b, texG.GetPixel(x, y).grayscale*255);
                         texG.SetPixel(x, y, col);
                     }
                 }
             }

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