I'm trying to make a semi-transparent texture for a car wheel.
Here is the base texture I use:
And here's my shader:
Here's how it's supposed to work: it picks out the magenta pixels and uses the opposite of that to set the final material's alpha. Meanwhile, the color is defined with a mix between a customizable flat color and the texture's color, using the texture's alpha as the factor.
Here's how the transparency is supposed to look like. This is before I plug the texture alpha into the color mix as the factor, with the blend mode set to alpha clip.
But when I plug the texture alpha into the color mix, it looks like this:
It looks like whenever I try to use the texture alpha channel for data, it overrides whatever transparency I'm trying to set. What am I missing here? Can you please help me?