Diffuse color?

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1 comment, last by derek_of_bodom@hotmail.com 12 years ago
With XNA, you have BasicEffect which has the "Diffuse" property. I haven't messed with HLSL in a while, but I'm wondering how to write the code to add color to a texture. For example: I have a texture, and I want to draw it with it blended red. What would I do if I had float4 blendColor and float4 texColor (where texColor is the color of the pixel for that pass)?
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Then you can just go like this in your pixel shader (in pseudocode):

outputcolor = (texColor + blendColor) * 0.5;

Or you can blend it more or less strongly like this:

outputcolor = lerp(texColor, blendColor, t);

If t = 0, the output color will just be texColor, if t = 1 then it will be blendColor. Values in between give various blend levels. t = 0.5 corresponds to the blend before.

“If I understand the standard right it is legal and safe to do this but the resulting value could be anything.”


Then you can just go like this in your pixel shader (in pseudocode):

outputcolor = (texColor + blendColor) * 0.5;

Or you can blend it more or less strongly like this:

outputcolor = lerp(texColor, blendColor, t);

If t = 0, the output color will just be texColor, if t = 1 then it will be blendColor. Values in between give various blend levels. t = 0.5 corresponds to the blend before.

I actually figured it out myself. I tried the code you provided, and it didn't do what I wanted. It did some weird blending. texColor * blendColor does exactly what I want.

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