hey!
i try to get the following shader into one pass.
The shader blends two textures in the first pass and then ads shading in the second.
Pass {
BindChannels
{
Bind "vertex", vertex
Bind "normal", normal
Bind "texcoord", texcoord0
Bind "texcoord1", texcoord1
}
SetTexture[_MainTex]
SetTexture[_MainTex] { Combine texture Lerp (texture) previous }
}
Pass
{
Blend Zero SrcColor
Material
{
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture[_] { Combine primary double}
}
this should be the same as:
Pass {
BindChannels
{
Bind "vertex", vertex
Bind "normal", normal
Bind "texcoord", texcoord0
Bind "texcoord1", texcoord1
}
Material
{
Diffuse [_Color]
Ambient [_Color]
}
Lighting On
SetTexture[_MainTex]
SetTexture[_MainTex] { Combine texture Lerp (texture) previous }
SetTexture[_] { Combine previous * primary double }
}
But it isn’t the same light effect. In the 2 pass shader i have smoother lights while in the 1 pas shader i have kind of oversaturated highlights.
why? ![]()
how can i get the 1 pass shader having the same result as the 2 pass shader?