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In case you have a seperate opacity map and a base (diffuse) map. You'd need to combine them into 1 to use the transparancy in the hdrp lit shader. This does that for you

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DriesDeRidder/Unity-HDRP-Opacity-Albedo-packer

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Unity-HDRP-Opacity-Albedo-packer

In case you have a seperate opacity map and a base (diffuse/Albedo) map. You'd need to combine them into 1 to use the transparancy in the hdrp lit shader. This does that for you

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How to use

  • place the script in an editor folder (doesn't have to because I wrapped it in Unity_Editor preprocessor directives)
  • Make the albedo and opacity map readable/writable.
  • Open me by going to Tools/Opacity Albedo Packer
  • place the textures in the respective slots
  • Make sure the opacity map has it's transparency properly set up (either set 'Alpha Source' to 'from grayscale' or to 'Input Texture Alpha')
  • Either way your preview should show the transparent squares in the preview
  • Hit Combine Textures.

  • It'll create a new texture with 'combined' at the end.

  • Place this texture in the 'base map' slot.
  • Make sure alpha clipping is enabled in the material shader.

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In case you have a seperate opacity map and a base (diffuse) map. You'd need to combine them into 1 to use the transparancy in the hdrp lit shader. This does that for you

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