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transparent.shader with environment cubemap


tipforeveryone
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I never really understood the inherent env shaders as it puts the cubemap against the emission channels for FragData2. Seems like it should be put against the diffuse color components of FragData0. Here is a shader that does this - and honestly at this point i don't know where I got it...

 

diffuse+normal+specular+cubemap.zip

 

I used the inherent glass textures for the diffuse, normal, and specular texture slots. I put the skybox texture as slot 4, set the blendmode to Alpha, and set cast shadows, two sided, depth test, depth mask, and z-sort to true.

 

post-14-0-43270300-1494172705_thumb.jpg

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Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

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