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Re: Heat Haze Shader (QuickSilver FX)
[Re: indiGLOW]
#21187
12/23/03 05:41
12/23/03 05:41
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Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
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Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
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hi, i found something that may work for you. look here to see it work this is the pixelshader i am using. the alpha-effect appeared after i placed the dp3 instruction. just try it out Code:
PixelShader = asm { ps.1.1 ; painter pixel shader tex t0 texcoord t1 tex t2 add r0,t0,t1 add r1,r0,t2 add r0,r0,r1 mad r0,r0,r0,t2 dp3 r0,r0,t0 //add r0,r0,r2 };
www.earthcontrol.dequoted: We want to maintain a clean, decent, American family suited forum look... which means you may post zombies or chainsaw massacres, but no erotic.
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Re: Heat Haze Shader (QuickSilver FX)
[Re: bupaje]
#21188
12/23/03 07:14
12/23/03 07:14
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Joined: Oct 2003
Posts: 1,550 United Kingdom
indiGLOW
OP
Serious User
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OP
Serious User
Joined: Oct 2003
Posts: 1,550
United Kingdom
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The effect could just as easily be used to create a nice water effect, and if I set the bright flag on you get some real cool wierd effects as they layer up. Is the stuff I am doing here a different way of achieving whats going on in this thread What are the differences? I am using a view and mapping it to a model, where as this material is only reflection of the env_cube? or am I way off. Could someone explain.. I think I might need to combine a little of both.... I will take a look at ello's post now
The Art of Conversation is dead : Discuss
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