Material - Basic glass: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
 
mNo edit summary
Line 1: Line 1:
{{enHeader}}
'''Two pass material'''
'''Two pass material'''



Revision as of 20:03, 7 September 2009

Template:enHeader

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";