Arghhh, Racer and transparency these days
In the old shader system it just worked, but now all this alpha to coverage and what not is just so non-sensical I have no idea what it does, despite repeated (and lost) posts by Ruud explaining it all in old threads
This is exactly where an author just hits a brick wall when imo it should be easy and intuitive...
OK, any help would be much appreciated.
I am using this new glass shader for glass, great. Works nicely and everything.
But now I'm trying to get my vf_standard (standard dynamic) material to show up underneath the lenses which is using a special blendfunc.
The reason is the items are light glows and I don't want to create a separate map for them, I just want to use an existing one.
Technically new geometry is loaded for lights so you get another render call so loading another texture shouldn't cost extra but hey I'm doing it my way.
So the lights shader is this:
Code:
shader_lights_glow~vf_standard
{
sort_offset=1
compression=0
ambient=1 1 1 1
diffuse=1 1 1 1
emission=15 15 15 15
specular=0 0 0 0
shininess=12
layer0
{
map=texture\details.tga
blendfunc=src_color one
}
}
I had to put sort_offset=1 on the glass shader to make another shader that is under the glass show up which is just a vf_bump_reflect type.
But this glowing shader just won't work and it's basically not working when I turn the blendfunc on... but that is essential to get the map to basically blend according to the pixel rgb intensity which makes loads of sense for emission mixing for glowing lights etc!
What do I need to do to get the shader to show up? sort_offset doesn't do anything.
Is it alpha to coverage but that makes glass look horrible and stippled? Is it something else like depthwrite?
Super confused again
Why do things need these special syntaxes to work? Can't all this be done in the main shader itself, or get more intuitive names, ie:
"Make things underneath show up = 1"
Dave