Hi all,
I’m trying to find a very simple shader like a constant, but with the transparency binded to the normal direction of the face.
I tryed with the constant template, but without success…
Anyone can help me ?
Thanks for the answer
Arno
Hi all,
I’m trying to find a very simple shader like a constant, but with the transparency binded to the normal direction of the face.
I tryed with the constant template, but without success…
Anyone can help me ?
Thanks for the answer
Arno
psin VS(vsin i) {
psin o = (psin)0;
o.pos = mul(i.pos, tWV);
o.eye = normalize(o.pos.xyz);
o.norm = mul(float4(i.norm, 0), tWV).xyz;
o.pos = mul(o.pos, tP);
}
float4 PS(psin i) : SV_Target
{
float4 col = mycolor;
col.a *= 1 - abs(dot(i.norm, i.eye));
return col;
}
on dx9 just replace sv_target with COLOR
if you want some smoother results controlled with a gamma you can put the dot part into pow like:
col.a *= 1 - pow(abs(dot(i.norm, i.eye)), gamma);
oh yeah !
Thank you Microdee !
I try right now