In this tutorial we will learn how to use shaders to mask and animate textures in real time. Shaders are a powerful feature that allow low level access of the rendering pipeline. Knowledge of writing shaders to program the output of the GPU allows the developer to easily extend a graphics engine.
Is it possible for a texture used this way to be applied on a different UV than the diffuse?
Let’s say the diffuse use the UV0 but the pattern use the UV1 of that mesh?
And also, I noticed the pattern seems to be multiplied over the diffuse. Could it be a flat overlay?
This way I won’t see the underlying texture at all?
It seems the guide doesn’t work anymore. Is there a new guide on this topic? I am trying to apply another texture on already existing one using black and white or RGB mask texture (exactly as shown in the guide)
How do I achieve the same effect nowadays?