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#ActualPhillipHamlyn

Posted 13 April 2013 - 06:03 AM

I do this by generating a simplex based texture as part of my compilation cycyle and use the texture in the game engine just like any other texture. In the shader I sample the noise texture using Wrap and just use the camera world position XZ, suitably scaled up or down depending on the density of the nosie required, as the texture UV parameter. Because Vertex Texture Fetch only supports Point sampling, you need to roll your own Wrap method. (at least this is true for XNA4 and Vector4 textures - other implementations might not have that restriction).


#2PhillipHamlyn

Posted 13 April 2013 - 05:57 AM

I do this by generating a simplex based texture as part of my compilation cycyle and use the texture in the game engine just like any other texture. In the shader I sample the noise texture using Wrap and just use the camera world position XZ, suitably scaled up or down depending on the density of the nosie required, as the texture UV parameter.


#1PhillipHamlyn

Posted 13 April 2013 - 05:56 AM

I do this by generating a simplex based texture as part of my compilation cycyle and use the texture in the game engine just like any other texture. In the shader I sample the noise texture using Wrap and just use the frac() of the camera world position XZ as the texture UV parameter.


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