Lazarus Posted December 17, 2022 Share Posted December 17, 2022 I am trying to figure out a trick on how to fade out an animated texture, like with alpha layer. I am thinking its solution is close and that i need probably another pass in my shader, but i cant wrap my head arround it since i been in and out of this thing. I am using at the moment the following shader for the waterfall, but the stream that comes out, i want to fade out. textures/sp_terrain/wf1 { qer_editorimage textures/sp_terrain/wf1 qer_trans 0.75 sort banner surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans surfaceparm nomarks surfaceparm water q3map_material water q3map_nolightmap cull none polygonoffset { map textures/sp_terrain/wf3 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex rgbGen identity tcMod scroll 0 -0.35 glow } { map textures/sp_terrain/wf2 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex rgbGen identity tcMod scroll 0 -0.75 } { map textures/sp_terrain/wf1 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex rgbGen identity tcMod scroll 0 -1 } } which results me in something like this. I am looking for something to fade it more out, like using an alpha layer to make the thing dissapear. Is that possible? Or have someone attempted this before? mjt likes this Link to comment
mrwonko Posted December 18, 2022 Share Posted December 18, 2022 You could probably use vertex alpha for the fade, which you can control using alpha volumes. The principle is similar to (one method for) blending textures on terrain. I was going to point you towards SimonOC, but the website seems to be down. Somebody else can probably provide more details. Link to comment
Lazarus Posted December 20, 2022 Author Share Posted December 20, 2022 i use alpha blending on the terrain, but i get your drift, i will look into it, but i also wanna see if i can just do it with a shader overlap. Link to comment
mjt Posted January 6, 2023 Share Posted January 6, 2023 Only using one stage to depthWrite and alphaFunc GE128 and the following with depthFunc equal which will only write on the alpha mask of the previous stage... that would then be static and the depthFunc equal stage would be scrolling. However the variant with terrain blending seems to be the better choice - using it on top of the suggested method and having the alpha mask around 128 in average brightness and some grainyness in between. Similar to this: as the alphamask first stage Link to comment
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