I’m making decals to add details to the environment I’m working on, They are just a Transparent Diffuse Bump Shader on a simple plane. They don’t seem to receive shading properly though, so they appear bright in shadow. What am I doing wrong here?
Ah… it works I see if you use a Transparent Cutout shader… just no sophisticated alpha, on or off only. It’s nice you have a slider for alpha cutoff though.
Definently need a way for stuff with softer alpha channel to blend between shadows… I mean how else would you do a nice muddy dirty look and spread it around your buildings…
Sure it’s possible somehow. Wgy not just have a two pass system of first rendering a cutout-shader, with low value on the cutout, but only to the depthbuffer, and then another pass of the actual alphablended surface, using this data.
It’s really needed. I’m not good enough in shaders to write stuff like this…
:lol:
When I say things are possible within areas I only grasp the very basics off, it’s just because I tend to be a little too self confident! Don’t use my post as anything but a scream for this feature myself…
Well. I spent some of last night poking around with shader code, but to no avail. Is there a shader programmer around that can at least confirm if this is possible ?
I’d be willing to pay someone for a set of transparent+shadows shaders.
Woot! That looks really good. I will try this out tonight. Is this only good for decals or can the shaders be used on any mesh, for example a character’s hair ?