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Hello,
I'm working with a simple material of a dark rubber for buttons on a TV remote controller. Some of the buttons have colorful graphics on them while others do not. For the buttons with graphics, I've built a simple Standard Surface material whose base color is driven by a Layer RBGA shader.
The Layer RGBA shader has several layers, each with their own input color that comprise the various graphics on the buttons. These colorful layers are masked using B/W images of the appropriate graphics and feed into the Mix on each layer. This set up gives me the freedom to fine-tune the color of the various graphics as opposed to combing all the graphics into one texture, in which case I'd have tweak the colors in Photoshop or BodyPaint. I have all the buttons properly UV unwrapped and everything is working as intended.
The remote also has rubber buttons that do not have any graphics. These buttons with no graphics are a separate object in the scene and are not accounted for on the UV map of the buttons that have graphics. For these, I'd like to use the same rubber material but simply disable all of the Layers in the Layer RGBA shader except Layer 1.
Is this possible, or must I create 2 separate materials? One with a Layer RGBA shadger driving the base color and another without the Layer RGBA shader driving the base color?
Thanks,
- Brian
Solved! Go to Solution.