Seems using the emissive channel instead gets the white I want. However it means that the decal literally cannot be realistically placed in a shadow. Which is dumb. There's gotta be a better way.
Incredibly basic. The screenshot you see is actually nothing but a texture sample with its alpha connected to opacity and rgb connected to diffuse, with the blend_translucent model. Since then I've switched the rgb output to emissive and the lighting model to unlit, which gives me the correct colors but incorrect lighting.
Seems using the emissive channel instead gets the white I want. However it means that the decal literally cannot be realistically placed in a shadow. Which is dumb. There's gotta be a better way.
ReplyDeleteWhat's your material setup?
ReplyDeleteIncredibly basic. The screenshot you see is actually nothing but a texture sample with its alpha connected to opacity and rgb connected to diffuse, with the blend_translucent model. Since then I've switched the rgb output to emissive and the lighting model to unlit, which gives me the correct colors but incorrect lighting.
ReplyDeleteChange "Blend_Translucent" to "Blend_Masked"
ReplyDeleteAlso, plug the alpha into opacity mask instead of opacity.
I tried that but it looked really nasty. Might give it another shot with different texture import settings though.
ReplyDeleteHmm...Is your targa saved at 16 or 32 bit? If this texture is using alpha/transparency it should be saved as a 32-bit targa.
ReplyDelete32-bit through and through. Wouldn't work at all otherwise.
ReplyDelete