YouGroove Posted October 17, 2015 Share Posted October 17, 2015 I know shader as the mix function, but it uses a fixed value we put in the shader for the percentage of mixing textures. But it is possible to do it throught time and control it ? I mean yo have some character with fire texture and with some user action like keypressed , the texture fade to another ice texture on diffuse map and on glow map. Pressing another key , the texture would fade from ice to fire. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
macklebee Posted October 17, 2015 Share Posted October 17, 2015 Just set a uniform through code as the mix interpolation value - it doesn't have to be fixed. Example shader: mix.zip Example script that shows how it works: window = Window:Create("mix textures",0,0,800,600) context = Context:Create(window) world = World:Create() camera = Camera:Create() camera:SetPosition(0,0,-2) light = DirectionalLight:Create() light:SetRotation(35,35,0) mixshader = Shader:Load("Shaders/Model/mix.shader") texture0 = Texture:Load("Materials/Developer/bluegrid.tex") texture1 = Texture:Load("Materials/Developer/leadwerks.tex") mixmat = Material:Create() mixmat:SetTexture(texture0,0) mixmat:SetTexture(texture1,1) mixmat:SetShader(mixshader) box = Model:Box() box:SetMaterial(mixmat) mixture = 0.0 toggle = 0.007 while window:KeyDown(Key.Escape)==false do box:Turn(0.5,0.5,0.3) mixture = mixture + toggle if mixture>=1.0 then toggle = -0.007 end if mixture<=0.0 then toggle = 0.007 end mixshader:SetFloat("mixture",mixture) Time:Update() world:Update() world:Render() context:SetBlendMode(1) context:DrawText(string.format("Mixture: %.2f",mixture), 2 ,2) context:SetBlendMode(0) context:Sync(true) end Note: keep mixture value between 0.0 and 1.0 3 Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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