I would love to see some sample code showing how you're generating a dynamic texture with DrawableQueue!
That said, I can see from the image that your sending UsdUVTexture.RGBA, which has 4 components, to UnlitSurface.Color, which only takes in 3 components. You need to split the RGBA out, then pass the first three into Color, and the last into Opacity.
Topic:
Graphics & Games
SubTopic:
General
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