Rick Posted September 15, 2014 Author Share Posted September 15, 2014 @Rick, the final lighting pass needs a depth value. So the lighting will not be correct on the blended pixel, since it should really be the blended result of two different light calculations. So are you saying at the point of the pixel shader, there is no lighting in the scene yet? The lighting of the scene is done after the shaders run? Quote Link to comment Share on other sites More sharing options...
Rick Posted September 18, 2014 Author Share Posted September 18, 2014 So am I missing something here or does this not work on CSG? When I apply this to CSG it just disappears. This would for sure need to work for CSG. Any ideas why it doesn't? Maybe it's something I'm doing but could white or shadmar do a quick test on their side with CSG and this shader? Quote Link to comment Share on other sites More sharing options...
shadmar Posted September 18, 2014 Share Posted September 18, 2014 It's for skinned animated boned stuff, so I guess it will not work on CSG. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Rick Posted September 18, 2014 Author Share Posted September 18, 2014 Why would it only work for skinned animated bone stuff? Doesn't every model have a color to it via SetColor()? That and the noise texture is all that's being used here to determine if the pixel should be discarded or not right? If the CSG has a script attached then it should be a normal model entity right? Quote Link to comment Share on other sites More sharing options...
shadmar Posted September 18, 2014 Share Posted September 18, 2014 I don't know, but the standard crawler materials also makes csg disappear. My variant uses the diffuse as discard mask and alpha as strength. If script or mass, then it's an entity yes. 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Rick Posted September 18, 2014 Author Share Posted September 18, 2014 Yep, all working now. Thanks guy! Quote Link to comment Share on other sites More sharing options...
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