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Out putting a mask from Shader to external code

Node-based Shader Editor
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Out putting a mask from Shader to external code

Postby TheLowestAnimal » Fri Nov 09, 2018 6:49 am

I'm currently new to using ASE & was wondering if theres a way to output a composited mask built in my shader editor to the rest of Unity. Is there a node that can just do this or a way to get it to output that any one knows of, even a point in the right directionwould be welcome thank you!

I'm basically looking to take this texture & plug it into the clip channel of a particle system to get something similar to the function of TexEmit(another Unity plugin on the asset Store), I get how to feed it into the fx just not how I would go about getting the output achieved from ASE :D
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Re: Out putting a mask from Shader to external code

Postby Amplify_Borba » Fri Nov 09, 2018 4:35 pm

Hello, thank you for getting in touch and for your support!

Unfortunately, it's not possible to output textures through ASE.

If you do not intend to use the ASE shader in your particles, I believe that the viable alternative would be to capture the generated texture through additional scripting.

Depending on the effect you're creating, you might also consider using Custom Data passed through the Custom Vertex Streams, as shown in this video.

Please let me know if this helps, thanks!
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