Material - Basic glass: Difference between revisions
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Lou Montana (talk | contribs) m (Some wiki formatting) |
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(4 intermediate revisions by 2 users not shown) | |||
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First pass draws the surface, second affects Alfa and Z-buffer to keep correct visibility and shadow casting. | First pass draws the surface, second affects Alfa and Z-buffer to keep correct visibility and shadow casting. | ||
= First RVMAT = | == First RVMAT == | ||
<syntaxhighlight lang="cpp"> | |||
renderFlags[] = { NoAlphaWrite }; | |||
nextPass = ofp2\Data\glass_2pass.rvmat; | |||
</syntaxhighlight> | |||
= Second RVMAT (sklo-pass2.rvmat) = | == Second RVMAT (sklo-pass2.rvmat) == | ||
<syntaxhighlight lang="cpp"> | |||
renderFlags[] = { NoColorWrite }; | |||
ambient[] = { 1, 1, 1, 1 }; | |||
diffuse[] = { 1, 1, 1, 1 }; | |||
forcedDiffuse[] = { 0, 0, 0, 0 }; | |||
emmisive[] = { 0, 0, 0, 1 }; | |||
specular[] = { 0, 0, 0, 0 }; | |||
specularPower = 0; | |||
PixelShaderID = "AlphaShadow"; | |||
VertexShaderID = "Basic"; | |||
</syntaxhighlight> |
Latest revision as of 13:10, 27 March 2024
Two pass material
First pass draws the surface, second affects Alfa and Z-buffer to keep correct visibility and shadow casting.
First RVMAT
renderFlags[] = { NoAlphaWrite };
nextPass = ofp2\Data\glass_2pass.rvmat;
Second RVMAT (sklo-pass2.rvmat)
renderFlags[] = { NoColorWrite };
ambient[] = { 1, 1, 1, 1 };
diffuse[] = { 1, 1, 1, 1 };
forcedDiffuse[] = { 0, 0, 0, 0 };
emmisive[] = { 0, 0, 0, 1 };
specular[] = { 0, 0, 0, 0 };
specularPower = 0;
PixelShaderID = "AlphaShadow";
VertexShaderID = "Basic";