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Transparenter Wassershader
#32707
09/02/04 23:51
09/02/04 23:51
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Joined: Jul 2004
Posts: 25 Amberg - Bavaria - Germany
Radolfi
OP
Newbie
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OP
Newbie
Joined: Jul 2004
Posts: 25
Amberg - Bavaria - Germany
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Wie kann ich den Wassershader von Steaapipe, der auf AcknexUnlimited angeboten wird, transparent machen? Das Ufer sieht nämlich sehr eigenartig aus, wenn das Wasser direkt in Sand übergeht, ohne, dass man den Meeresboden erkennen kann. Hier nochmal der Shader-Code: Code:
function mtl_ffpwater2_1() {
/////////////////////////////////////////////// // Lets make it scroll in some direction //
mtl.skill1 += time; mtl.matrix41 = floatd(mtl.skill1,4000);
}
function mtl_ffpwater2_init() { mtl.matrix11 = float(1.6); mtl.matrix22 = float(0.8); bmap_to_mipmap(mtl.skin1); bmap_to_mipmap(mtl.skin2); bmap_to_mipmap(mtl.skin3);
bmap_to_normals(mtl.skin1,0.5);
//bmap_to_cubemap(mtl.Skin2); mtl.event = mtl_ffpwater2_1;
mtl.enable_view = on;
}
material mtl_ffpwater2 { skin1=waterbump2; skin2=envspec2; skin3=base2;
event = mtl_ffpwater2_init; effect = "
matrix matMtl; texture mtlSkin1; texture mtlSkin2; texture mtlSkin3; technique makewater2 { pass p0 { Texture[0] = <mtlSkin3>; magFilter[0]=linear; minFilter[0]=linear; mipFilter[0]=linear;
AddressU[0]=Clamp; AddressV[0]=Clamp;
ColorArg1[0] = Texture; ColorOp[0] = modulate; ColorArg2[0] = diffuse;
alphaop[0]=selectarg1; alphaarg1[0]=texture;
texcoordindex[0]=1; Texture[1] = <mtlSkin1>; magFilter[1]=linear; minFilter[1]=linear; mipFilter[1]=linear; ColorArg1[1] = Texture; ColorOp[1] = bumpenvmap; ColorArg2[1] = current;
TextureTransformFlags[1] = Count2; TextureTransform[1] = <matMtl>; Texcoordindex[1]=1;
Texture[2] = <mtlSkin2>;
magFilter[2]=linear; minFilter[2]=linear; mipFilter[2]=linear;
AddressU[2]=Clamp; AddressV[2]=Clamp;
ColorArg1[2] = Texture; ColorOp[2] = Add; ColorArg2[2] = Current; TextureTransformFlags[2] =count3 | projected; texcoordindex[2]= cameraspaceposition | 1; // For cubemap use: cameraspacereflectionvector }
}
technique fallback { pass p0 { } }
"; }
Vielen Dank! MfG Radolfi
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Re: Transparenter Wassershader
[Re: Radolfi]
#32708
09/03/04 00:05
09/03/04 00:05
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Joined: Nov 2003
Posts: 1,267 ef
Christoph_B
Serious User
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Serious User
Joined: Nov 2003
Posts: 1,267
ef
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setz doch bei dem modell, auf dem du den shader hast, einfach das transparent-flag
sef
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Re: Transparenter Wassershader
[Re: Radolfi]
#32712
09/03/04 02:59
09/03/04 02:59
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Joined: Oct 2000
Posts: 1,543 Germany
Alexander Esslinger
Senior Developer
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Senior Developer
Joined: Oct 2000
Posts: 1,543
Germany
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Komisch, wieso hab ich eigentlich auf englisch geantwortet?
In einem Paint Programm dem mtlSkin3 einen Alpha-Channel zuweisen.
Oder folgenden Code einfügen:
Code:
TextureFactor = 0xFFFFFFFF; // Alphachannel = Transparent
AlphaOp[1] = Modulate;
AlphaArg1[1] = TFactor;
AlphaArg2[1] = Current;
AlphaOp[2] = Disable;
Ich hab den Code nicht ausprobiert, er sollte aber funktionieren.
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