I think I should structure this question better. I'm developing a procedural terrain structured with voxel chunks. Every chunk: contains a NxNxN voxel array generated with perlin noise 3d ...
I am making a "halo" shader in unity using GLSL. And I've come to a roadblock. What I need to do is take a texture, like the following, and make it transparent according to the darkness of it. And I ...