Material - Basic glass: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - ";[ 	]+ " to "; ")  | 
				Lou Montana (talk | contribs)  m (Some wiki formatting)  | 
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First pass draws the surface, second affects Alfa and Z-buffer to keep correct visibility and shadow casting.  | First pass draws the surface, second affects Alfa and Z-buffer to keep correct visibility and shadow casting.  | ||
= First RVMAT =  | == First RVMAT ==  | ||
<syntaxhighlight lang="cpp">  | |||
renderFlags[] = { NoAlphaWrite };  | |||
nextPass = ofp2\Data\glass_2pass.rvmat;  | |||
</syntaxhighlight>  | |||
= Second RVMAT (sklo-pass2.rvmat) =  | == Second RVMAT (sklo-pass2.rvmat) ==  | ||
<syntaxhighlight lang="cpp">  | |||
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";  | |||
</syntaxhighlight>  | |||
Latest revision as of 13:10, 27 March 2024
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";