I have looked around a bit but can't find anything definitive on this.
I'm using GUI.DrawTexture along with a GUI Group to move textureA behind textureB so that textureA looks like it's disappearing. However, textureB has transparency and a curve so using a simple rect from the GUI Group does not achieve the look.
Is there a way to pass in alpha or color information from another texture in order to get a non-rect masking effect?
I saw something about using the Graphics class along with a custom material which I will look into more. I don't know shader scripting very well so I am hoping there is a more simple approach that I am overlooking.
Edit: Adding an image to help clarify my question.
Tricky :). If the moving part (textureA) has no transparency, you could try using a transparent cutout material. There's an example of more or less what you'd need to do here, but your alpha channel would look more like this:
Then, you'd just check the screen y-value of your object and adjust the alpha cutoff accordingly. That's the easiest way I know of to do it without a bunch of coding and pixel manipulation - hopefully someone else will come along with a more elegant solution :)
answered Aug 14 '11 at 05:26 AM