Material - Basic glass
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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";