Edit2: Klar doch... jeztt geht blatsalats Multi Texturing nimmer^^
Sry wegen Spamm, aber koennt ihr mir beantworten... also in zwischen geht es... aber warum nur bei Terrain?
Edit : Also nun gehts ja
.
Danke an alle. Aber wie kann ich nun die Wellen kleiner machen?
code :
/******************************************************
Water Shader for 3DGameStudio
By: Eric Hendrickson-Lambert (Steempipe)
v11.08.04.1
11/08/04: Cleaned up code for release.
Note: Pixelshader1.1 & DX9.00c Runtimes needed.
It will take experimenting with
scaling, shifting, etc~ depending on
what normalmap is used. The ripple
code is still in very early stages.
-See the main WDL for loading the material effect
and the d3d_shaderversion function.
If used, credit would be nice... these take alot
of time to work out. Thanks.
******************************************************/
float4x4 matWorldViewProj;
float4x4 matWorld;
float4x4 matWorldView;
float3 vecViewPos;
float3 vecSkill41;
float4 vecFog;
float RippleScale = 0.28;
Texture mtlSkin1; // Normalmap
Texture mtlSkin2; // Cubemap
sampler s_Bump = sampler_state
{
Texture = (mtlSkin1);
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
sampler s_Cube = sampler_state
{
Texture = (mtlSkin2);
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
struct VS_IN
{
float4 Pos: POSITION;
float3 Normal: NORMAL;
float2 Bump: TEXCOORD0;
float3 Tangent : TEXCOORD1;
};
struct VS_OUT
{
float4 Pos: POSITION;
float Fog: FOG;
float2 Bump: TEXCOORD0;
float4 TanToCube0: TEXCOORD1;
float4 TanToCube1: TEXCOORD2;
float4 TanToCube2: TEXCOORD3;
};
VS_OUT WaterBump_VS(VS_IN IN)
{
VS_OUT Out;
Out.Pos = mul(IN.Pos, matWorldViewProj);
////////////////////////////////////////////////////////////////////////////////
// Ripple Test #1
//
//Out.Bump= (IN.Bump.xy * RippleScale) + (IN.Bump.xy += (vecSkill41.x * 0.2));
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Ripple Test #2
//
//float cos_x = cos(RippleScale * vecSkill41.x);
//float sin_y = sin(RippleScale * vecSkill41.x);
//Out.Bump = float2(IN.Bump.x+cos_x, IN.Bump.y-sin_y);
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Ripple Test #3
//
float cos_x=cos(vecSkill41);
float sin_y = sin(vecSkill41);
Out.Bump = (float2(IN.Bump.x+cos_x, IN.Bump.y+sin_y)* RippleScale)*0.2;
float3x3 ObjToTan;
ObjToTan[0] = RippleScale * IN.Tangent;
ObjToTan[1] = RippleScale * cross(IN.Tangent, IN.Normal);
ObjToTan[2] = IN.Normal;
Out.TanToCube0.xyz = mul(ObjToTan, matWorld[0].xyz);
Out.TanToCube1.xyz = mul(ObjToTan, matWorld[1].xyz);
Out.TanToCube2.xyz = mul(ObjToTan, matWorld[2].xyz);
float3 PositionWorld = mul(IN.Pos, matWorld);
float3 ViewerDir = normalize(vecViewPos - PositionWorld);
Out.TanToCube0.w = ViewerDir.x;
Out.TanToCube1.w = ViewerDir.y;
Out.TanToCube2.w = ViewerDir.z;
float ofog = 1 - (distance(PositionWorld, vecViewPos) - vecFog.x) * vecFog.z;
Out.Fog = ofog;
return Out;
}
technique WaterBump
{
pass One
{
Sampler[0] = (s_Bump);
//Sampler[1] = (s_Cube);
//Sampler[2] = (s_Cube);
Sampler[3] = (s_Cube);
AlphaBlendEnable = True;
ZwriteEnable = True;
ZEnable = True;
// Main point is that pixelShaderConstant 'W' will control
// the alpha tranparency. The XYZ will adjust
// some coloring.
PixelShaderConstant[0] = {0.80,0.80,0.92,0.88}; // x, y, z, w
VertexShader = compile vs_1_1 WaterBump_VS();
PixelShader =
asm
{
ps.1.1
tex t0 // Normalmap
texm3x3pad t1, t0_bx2
texm3x3pad t2, t0_bx2
texm3x3vspec t3, t0_bx2
mul r0, t3, c0
};
}
}