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Texture Creation Guide
The Sci-Fi Hologram Screen Shader uses RGBA-based textures where each channel controls a separate hologram layer. This guide covers how to create them.
Requirements
Software that supports per-channel RGBA editing.
- Adobe Photoshop
- Affinity Photo
- Krita
- GIMP
PSD Guide File
A template PSD file (SciFiHoloScreen-Shader/Textures/PSD/HoloTexGuide_PSD.psd) is included in the package. Layer labels and blending settings are pre-configured so you can use it as a reference while working.
Texture Creation Steps
- Open the
HoloTexGuide_PSD.psdfile in your editing software. - Set each color layer to Multiply blending mode.
- Use clipping masks to clip grayscale content to the color layers.
- Save your final output with correct alpha and color channel information.
NOTEWhat is a Clipping Mask?
A clipping mask restricts the visibility of a layer based on the non-transparent pixels of the layer directly below it.
Setting Up Clipping Masks
- Windows
- Mac
Hold the Alt key and click between two layers.
Hold the Option key and click between two layers.
Channel Color Reference
Use pure RGB values for clarity in each channel.
- R channel: (255, 0, 0)
- G channel: (0, 255, 0)
- B channel: (0, 0, 255)
TIPTips
- Keep elements cleanly separated in their respective channels.
- Test your texture often in Unity to verify correct channel interpretation.
- Avoid gradients in RGB channels unless intended for blending effects.