k thx das klingt schon gut... nur dafür muss man doch dann nen pixel shader benutzen oder?
hab nu mal folgenden shader für die entity... wie bau ich das jetzt da ein?.. also dass man den Alphawert von s_blueTex von vecSkill41.x anhängig macht?
material anpassen_mat
{
effect=
"
float4x4 matTerrainTexSize = {1.0, 0.0, 0.0 ,0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0
};
float4 vecLight;
float4 vecSkill41;
float ambientLightFactor = 0.05;
Texture entSkin1;
Texture entSkin2;
sampler s_redTex = sampler_state
{
Texture = (entSkin1);
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
MipMapLodBias=-0.2;
};
sampler s_blueTex = sampler_state
{
Texture = (entSkin2);
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
AddressW = Wrap;
MipMapLodBias=-0.2;
};
technique technique_one
{
pass p0
{
Sampler[0] = (s_redTex);
AlphaBlendEnable = False;
AlphaTestEnable = False;
DitherEnable = True;
zWriteEnable = True;
zEnable = True;
Lighting=True;
Ambient = mul(vecLight, ambientLightFactor);
TextureTransformFlags[0] = Count2;
TexCoordIndex[0] = 1;
ColorOp[0] = Modulate2x;
ColorArg1[0] = Texture;
ColorArg2[0] = Diffuse;
AlphaOp[0] = Disable;
}
pass p1
{
Sampler[0] = (s_blueTex);
AlphaBlendEnable = False;
AlphaTestEnable = False;
DitherEnable = True;
zWriteEnable = True;
zEnable = True;
Lighting=True;
Ambient = mul(vecLight, ambientLightFactor);
TextureTransformFlags[0] = Count2;
TexCoordIndex[0] = 1;
ColorOp[0] = Modulate2x;
ColorArg1[0] = Texture;
ColorArg2[0] = Diffuse;
AlphaOp[0] = Disable;
}
}
";
}
ich weiss manche Zeilen sind da überflüssig, aber ich als shadernewb bin froh das ich den so hinbekomme hab^^