Hello all, I have a shader that takes the alpha value of one texture and applies to a sprite frame. Basic masking functionality without using the mask component. I prefer to go this way so that I can have a gradient fade to transparency… the mask component uses the stencil buffer and isn’t set up to use alpha blending and therefore cannot utilize the gradient of alpha values.
Anyhow, the shader works, I can set it up on a spriteframe and it works as expected… however, when I add the render texture to my scene, (which cocos populates inside of a sprite frame component) Suddenly the alpha features of my shader do not work… I can change the color of the pixels on the render texture… but I can’t seem to mask it off… is there something intrinsic that could be causing this? Do render Textures not support alpha in cocos? It looks to me like it uses the standard Texture2d as it’s base… so I would think it would work fine… I’m probably missing something basic here… but any suggestions would be welcome!