This blends the pixels along the edge of your image to merge it with the transparent background. Now select Layer->Matting->Defringe and click OK with the default properties. Select the lowest layer in your Layers Palette this will be source for the dilation of the background. You will need to duplicate the layer by right-clicking on it in the Layers Palette and selecting ‘Duplicate’. Let’s assume you have your alpha texture with a transparent background inside Photoshop. Setting Upīefore doing this, install these alpha utility Photoshop actions: Īfter installing these actions, your Action Palette should contain a folder called AlphaUtility: Applying the Padding This technique can be achieved in other software however this example is specifically using Photoshop. Bear in mind that the alpha channel in Unity will be read from the first alpha channel in the Photoshop file. This example shows how this technique of edge padding can be achieved using Photoshop. This means that the RGB channels are considered separately from the alpha channel, all the transparency information is stored in the alpha channel. Unity uses straight Alpha Blending by default. If the gutters between the UV shells aren’t at least double the width of the edge padding, neighboring shells will tend to bleed together more quickly. When the UV layout is created, the spacing between the shells should be done with edge padding in mind. Edge padding is the process of dilating the pixels along the inside of the UV edge to spread the colors outward, forming a border of similar colors around the UV shell. To avoid this problem, edge padding should be added to the empty spaces around each UV shell. This problem will also occur when neighbouring UV shells have different colors as the texture is downsampled eventually those colors start to mix. If the ‘gutters’ (blank areas between UV’s) have colors/transparencies that are very different from the colors inside the UV’d areas, then those colors can ‘bleed’ together which creates seams on the model. Unity renders a scene using a process known as downsampling which uses texture filtering to smoothly render the textures.
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