Alpha for Mesh in DX11

Hallo there!
I have N mesh and N texture (image or video) and I wanna control the transparency of every mesh. For now I found only this way: SetAlpha (DX11.TextureFX)

—> There is a better way?

Also, seems the DynamicTexture (DX11.Texture 2D Color) is not spreadable. It is supposed to be like this, or is a bug?

AlphaTexture.zip (417.8 kB)

ahahahaha that was easy!

float4 PS(psInput input) : SV_Target
{
float4 c = texture2d.Sample(linearSampler,input.uv);
c.a=alpha;
return c;
}