It seems the splatting shader material appears very blackish/dark on iphone 5. Not sure about other IOS/mobile devices. Anyone able to solve this issue?
I managed to get the splatting shader to work on mobile (iphone and such…). I’ve modified the splatting shader and colorMap assets to use an opaque texture (pure RGB with black background) and a grayscale opacity map that may optionally be used in the shader. What you could do with your assets is load the splat PNGs in photoshop, go to Layer > Layer Mask > From Transparency to seperate out the layer into alpha channel and RGB channel seperately…save out 2 files. But actually, you don’t really need the Opacity map image in most splatting4 cases, because the blackness is often good enough to roughly indicate the amount of alpha involved already. eg. if not using opacity map: Sample the “alpha” color as some blackness with
max( 0.0, 1.0 - mixmapTexel.r - mixmapTexel.g - mixmapTexel.b).