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MSFS20 Emissive texture with alpha masking

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149
Is this even possible in MSFS? I have a texture applied to a rectangle that has an irregular outline, and therefore has an alpha channel to mask off the area that should be transparent. This works perfectly for the standard albedo texture. I can set the alpha mode to either blend or masking and it looks great in the sim during the day. The issue is that I also created an emissive texture for this object that displays at night. I tried an emissive texture with and without an alpha channel. Neither works. At night, either the "masked" area is black, or the entire emissive texture is black. Is there any configuration under which the visible texture is emissive at night and the masked off area is invisible?
 
Success! I kept tinkering and finally landed on a combination that seems to work. I added the same alpha channel to the emissive texture that I used on the albedo texture, then configured the Blender material as MSFS Decal, then in the Shading Editor I made sure that both the alpha and emissive nodes were properly connected. The rug shown here is nothing but a flat plane with an image of a rug applied as a decal. The edges of the rug are uneven and there are tassels at the corners. So I had to use alpha masking to make this work. Now it works both day and night.
Rug_day.jpg

Rug_night.jpg
 
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