Your comments
It's set in the texture itself, not in Shader Forge
10 years ago
Try setting the texture to clamp instead of wrap
Sort of, yes, if you mix around with the Ztest / Depth test setting, you may be able to achieve what you want. But it often requires multi-pass settings, which you can't do in SF. You can, however, have two meshes in the same location, with different shaders.
There's no built-in node for it at the moment. I recommend either generating it offline, like you mentioned, or use substance designer either on its own or in combination with SF. It's quite expensive to do real-time noise on the GPU. There is an example on the wiki on how to do that though :)
Marking this as solved, it really should have been on the latest version :)
I can see that happening - thanks anyway!
I've got that covered. I just need time. Do you know someone who manages time? :)
You should be able to drag the substance-generated textures into Shader Forge authored materials. Or does it not work?
It's not a Shader Forge specific issue, it's an issue with alpha blending in general. I would suggest doing additive blending or multiplicative blending, if it fits.
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