Thanks! That helped! I was now able to adjust the shader to my liking... somewhat. There's still a little problem that needs taking care of:



As you can see, parts of the model that overlap are darker than ones that don't overlap. I only want to see the outline of the model, filled with the noise I currently have, without any of the overlaps showing. I would like the model to be translucent. Is this possible?

If it helps (or if you want a copy of it for yourself), here's the shader I have right now:

Code:
//Flicker/Noise Shader

float4 vecTime;

float rand_1_05(in float2 uv)
{
    float2 noise = (frac(sin(dot(uv ,float2(12.9898,78.233)*2.0)) * 43758.5453));
    return abs(noise.x + noise.y) * 0.5;
}


float4 ps_flicker(in float2 screenSpace : VPOS): COLOR {
	float rnd = rand_1_05(screenSpace*fmod(vecTime.w,1));
	return float4(0,0,0,0.1 + (rnd * 0.5));
}

technique flicker
{
	pass p0
	{
		PixelShader = compile ps_3_0 ps_flicker();
	}
}



Thanks again for your help!

Last edited by TehV; 07/15/14 21:32.