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Re: Released! - HLSL Water Code
[Re: Elfi]
#35824
11/09/04 18:34
11/09/04 18:34
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Joined: Jan 2004
Posts: 620 Germany
TimeOut
User
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User
Joined: Jan 2004
Posts: 620
Germany
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Very good work. Looks excellent !
Athlon 64 3700+
2048 MB DDR PC400 Dual Corsair
XFX Geforce 7800 GT
A6 Commercial 6.4
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Re: Released! - HLSL Water Code
[Re: William]
#35831
11/10/04 18:29
11/10/04 18:29
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Joined: Dec 2003
Posts: 1,097 Maryland, USA
Steempipe
OP
Serious User
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OP
Serious User
Joined: Dec 2003
Posts: 1,097
Maryland, USA
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William: There are a number of things you can play with. Here are a few ideas.
1). You can add code to lerp with another texture.
2). Alter the pixelshaderconstant like: PixelShaderConstant[0] = {0.60,0.60,0.60,0.50}; x,y,z being RGB. w being transparancy.
3). You could pass info thru diffuse by adding:
float4 vecDiffuse // Add vector to effect ""
PixelShaderConstant[0] = <vecDiffuse>; // Change in Technique Pass
mul r0, t3, c0 // No change in pixelshader fragment
my.Alpha = 60; // Add the amount of trans to your Action
In the material {}; // Make your RGB adjustments diffuse_blue = 200; diffuse_green = 200; diffuse_red = 200;
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Re: Released! - HLSL Water Code
[Re: Steempipe]
#35832
11/11/04 04:47
11/11/04 04:47
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Anonymous
Unregistered
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Anonymous
Unregistered
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Looks very nice! Does the HLSL Water code requires Professional edition? It looked likt it has a mirror effect to a water. Neat.
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