About Store Forum Documentation Contact



Post Reply 
Custom shaders. (in WE & in particles)
Author Message
b1s Offline
Member

Post: #1
Custom shaders. (in WE & in particles)
Ok.. so i have successfully integrated first custom shader to Lucius.
Its working great, but there are few issues that i would like to address so we can achieve something that we were looking for.

1.
I couldn't find anything about using the shaders via material editor?
How is this done.. i understand there are the MUS_CUSTOM things there..
but how is this processed in code?

Edit: okay found this.. so nvm.. just had to process the get shader trough MUS_

2.
Is it possible to add a custom shader material to particles?

Thanks
And hello clients section smile

ps.
Also i noticed that the refraction has some weird effect.
With lucius near but still before the refraction shader material. lucius gets drawn to the shader?
This should only happen when hes behind it?
(This post was last modified: 04-22-2010 11:48 AM by b1s.)
04-22-2010 10:34 AM
Find all posts by this user Quote this message in a reply
b1s Offline
Member

Post: #2
RE: Custom shaders. (in WE & in particles)
ok.. after further study of the refraction shader. it seems that it only uses the object normals and doesn't include any normal map information. :( this is disappointing.
04-22-2010 01:11 PM
Find all posts by this user Quote this message in a reply
Esenthel Offline
Administrator

Post: #3
RE: Custom shaders. (in WE & in particles)
Hello,

1. You setup the custom enum value for a material, then in the codes, you can use the enum to select the proper custom shader.

2. not to Particles class, but you can use the VI object to draw particle quads manually
04-22-2010 03:46 PM
Find all posts by this user Quote this message in a reply
Post Reply