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6/2/2025, 12:08:35 AM
>>2969705
Yeah, it's an alpha map texture that uses the transparency slider to scale the transparency in a way that makes it progress nicely, with this calculation:
#elif ALPHA_MAP_APPLY_SCALE == 3
alphaValue = alphaValues.a * (ALPHA_MAP_ADD + saturate(((alphaValues.r + alphaValues.g + alphaValues.b) * 3 + (MaterialDiffuse.a - 1) * 9) * alpha));
The key being the scaling * 9 that brings different input ranges into the 0..1 output range at different values of MaterialDiffuse.a, i.e. the transparency morph.
Could just use one color channel, but different colors makes it easier to work on the texture, so different colors mean different transparency "cut-in". And the alpha channel is applied normally (though I don't need it here). Still need to fix a few things with it but this is how it looks like right now.
>>2969704
Yes. I will not apologize. [spoiler]Actually I probably will, I'm a bit of a wuss.[/spoiler]
Yeah, it's an alpha map texture that uses the transparency slider to scale the transparency in a way that makes it progress nicely, with this calculation:
#elif ALPHA_MAP_APPLY_SCALE == 3
alphaValue = alphaValues.a * (ALPHA_MAP_ADD + saturate(((alphaValues.r + alphaValues.g + alphaValues.b) * 3 + (MaterialDiffuse.a - 1) * 9) * alpha));
The key being the scaling * 9 that brings different input ranges into the 0..1 output range at different values of MaterialDiffuse.a, i.e. the transparency morph.
Could just use one color channel, but different colors makes it easier to work on the texture, so different colors mean different transparency "cut-in". And the alpha channel is applied normally (though I don't need it here). Still need to fix a few things with it but this is how it looks like right now.
>>2969704
Yes. I will not apologize. [spoiler]Actually I probably will, I'm a bit of a wuss.[/spoiler]
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