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";