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Re: Generating random numbers in a pixel shader [Re: MasterQ32] #443496
07/17/14 14:57
07/17/14 14:57
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
wow. maybe is it the way how in RTS games behind effect is rendered where only you see a silhouette of a unit if behind e.g. a building?


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Generating random numbers in a pixel shader [Re: sivan] #443497
07/17/14 15:07
07/17/14 15:07
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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@^: Most (if not all?) games that I saw were using pp-shaders for this effect.


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Re: Generating random numbers in a pixel shader [Re: MasterQ32] #443552
07/19/14 17:15
07/19/14 17:15
Joined: Mar 2010
Posts: 120
Switzerland
T
TehV Offline OP
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TehV  Offline OP
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T

Joined: Mar 2010
Posts: 120
Switzerland
Originally Posted By: MasterQ32
AAaaah much complicatated, such work!

Simple use a two pass approach:
First pass renders only depth of your model (One + Zero), second pass renders your model as a silhuette (remove first part to see overlapping)
Code:
float4 ps() : COLOR0 {
	return float4(0.3, 0, 0, 1);
}

technique { 
	pass {
		ZEnable = true;
		ZFunc = Less;
		ZWriteEnable = true;
		AlphaBlendEnable = true;
		SrcBlend = Zero;
		DestBlend = One;
	}
	pass {
		ZEnable = true;
		ZFunc = LessEqual;
		ZWriteEnable = false;
		AlphaBlendEnable = true;
		SrcBlend = One;
		DestBlend = One;
		PixelShader = compile ps_2_0 ps();
	}
}



That worked. The only problem I'm having is that I can't make it a transparent black (which is what I wanted). Is there a way to do this?

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