hi,
I’m currently creating game sprites using animation sprites.
Also, I’m trying to apply a glowing effect only to the weapon part of the character.
For this part, I’m going to use a shader to create a separate uv map for the shining part and increase the rpg value of this part to make it glow.
While compression can be an issue, you’ll want to try a few things before setting these to uncompressed.
Most likely there is some value drift from 0.0f and you will want to up the value you are comparing to the emission_color.r, upping that until it clears up what you see can be an easy solve, try like .1f first.
Can you show what the .r channel looks like on the emission_texture source? There are ways of getting that texture setup to work better in the shader as a mask, using slight gradients or other channels can help a lot.