Flexman Posted August 13, 2011 Share Posted August 13, 2011 I was having a quick play in particles.vert and particles.frag trying to tweak it so it graduate the diffuse intensity from top to bottom of an individual particle. The aim is to fudge some shaded smoke effects. Any ideas to do this in particles.frag? Graduated shade from top to bottom? Sphere shaded particles as simple as this would work well... Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
paramecij Posted August 17, 2011 Share Posted August 17, 2011 Hm that's a good idea, .. couldn't you use the 'v' from UVs directly to drive the intensity ? you would mix some gray color multiplied by the v coordinate to the texel lookup ? I used something like this for a post-process vignette effect, isn't that basically what you're looking for? I'll take a look at the shaders later and get back to you .. Quote Link to comment Share on other sites More sharing options...
Flexman Posted August 18, 2011 Author Share Posted August 18, 2011 The particles rotate so you can't get away with simply using the texture co-ordinatess unless you unrotate the the 'uv' to compensate. If one did I'm guessing that might work. Quote 6600 2.4G / GTX 460 280.26 / 4GB Windows 7 Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT Tricubic Studios Ltd. ~ Combat Helo Link to comment Share on other sites More sharing options...
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