float Script : STANDARDSGLOBAL <
string UIWidget = "none";
string ScriptClass = "object";
string ScriptOrder = "standard";
string ScriptOutput = "color";
string Script = "Technique=ps11;";
> = 0.8;
/************* TWEAKABLES **************/
float4x4 WorldIT : WorldInverseTranspose < string UIWidget="None"; >;
float4x4 WorldViewProj : WorldViewProjection < string UIWidget="None"; >;
float4x4 World : World < string UIWidget="None"; >;
float4x4 ViewI : ViewInverse < string UIWidget="None"; >;
float Timer : Time < string UIWidget="None"; >;
texture diffuseTexture : Diffuse
<
string ResourceName = "water_texture.png";
>;
float TimeScaleH
<
string UIWidget = "slider";
float UIMin = 0.1;
float UIMax = 10;
float UIStep = 0.1;
> = 10.0;
float TimeScaleV
<
string UIWidget = "slider";
float UIMin = 0.1;
float UIMax = 10;
float UIStep = 0.1;
> = 0.1;
float Wobble
<
string UIWidget = "slider";
float UIMin = 0;
float UIMax = 2.0;
float UIStep = 0.01;
> = 0.2;
float Horizontal
<
string UIWidget = "slider";
float UIMin = 0;
float UIMax = 2.0;
float UIStep = 0.01;
> = 0.62;
float Vertical
<
string UIWidget = "slider";
float UIMin = 0.01;
float UIMax = 10.0;
float UIStep = 0.1;
> = 10.0;
float3 LightPos : Position
<
string Object = "PointLight";
string Space = "World";
> = {-0.19f, 1.58f, -0.93f};
float3 LightColor
<
string UIName = "Light Color";
string UIWidget = "Color";
> = {1.0f, 5.01f, 0.0f};
float3 AmbiColor : Ambient
<
string UIName = "Ambient Light Color";
string UIWidget = "Color";
> = {5.01f,5.01f,5.01f};
float3 SurfColor : Diffuse
<
string UIName = "Surface Color";
string UIWidget = "Color";
> = {5.01f,5.01f,5.01f};
float SpecExpon : SpecularPower
<
string UIWidget = "slider";
float UIMin = 1.0;
float UIMax = 128.0;
float UIStep = 1.0;
string UIName = "specular power";
> = 42.0;
/************* DATA STRUCTS **************/
/* data from application vertex buffer */
struct appdata {
float3 Position : POSITION;
float4 UV : TEXCOORD0;
float4 Normal : NORMAL;
float4 DiffTexture : TEXCOORD1;
};
/* data passed from vertex shader to pixel shader */
struct vertexOutput {
float4 HPosition : POSITION;
float4 TexCoord0 : TEXCOORD0;
float4 DiffTexture : TEXCOORD1;
float4 diffCol : COLOR0;
float4 specCol : COLOR1;
};
/*********** vertex shader ******/
vertexOutput MrWiggleVS(appdata IN)
{
vertexOutput OUT;
OUT.DiffTexture = IN.UV;
float3 Nn = normalize(mul(IN.Normal, WorldIT).xyz);
float timeNowV = (Timer*TimeScaleV);
float timeNowH = (Timer*TimeScaleH);
float4 Po = float4(IN.Position.xyz,1);
float iny = Po.y * Vertical + timeNowV;
float inxz = sqrt(dot(Po.xz,Po.xz)) * Horizontal * timeNowH;
float hScale = Wobble * (1.0+sin(inxz));
float wiggleX = sin(iny) * sin(hScale);
float wiggleY = cos(iny) * sin(hScale);
Po.x = Po.x + wiggleX;
Nn.y = Nn.y + wiggleY;
Nn = normalize(Nn);
Po.z = Po.z + wiggleY;
OUT.HPosition = mul(Po, WorldViewProj);
Nn.y = Nn.y + wiggleX;
Nn = normalize(Nn);
float3 Pw = mul(Po, World).xyz;
float3 Ln = normalize(LightPos - Pw);
float ldn = dot(Ln,Nn);
float diffComp = max(0,ldn);
float3 diffContrib = SurfColor * ( diffComp * LightColor + AmbiColor);
OUT.diffCol = float4(diffContrib,1);
OUT.TexCoord0 = IN.UV;
float3 Vn = normalize(ViewI[3].xyz - Pw);
float3 Hn = normalize(Vn + Ln);
float hdn = pow(max(0,dot(Hn,Nn)),SpecExpon);
OUT.specCol = float4(hdn * LightColor,1);
return OUT;
}
sampler TextureSampler = sampler_state
{
texture = <diffuseTexture>;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
MIPFILTER = LINEAR;
MINFILTER = LINEAR;
MAGFILTER = LINEAR;
};
float4 PS_Textured( vertexOutput IN): COLOR
{
float4 diffuseTexture = tex2D( TextureSampler, IN.DiffTexture );
return IN.diffCol * diffuseTexture + IN.specCol;
}
technique ps11 <
string Script = "Pass=p0;";
> {
pass p0 <
string Script = "Draw=geometry;";
> {
VertexShader = compile vs_1_1 MrWiggleVS();
PixelShader = compile ps_1_1 PS_Textured();
ZEnable = true;
ZWriteEnable = true;
CullMode = None;
SpecularEnable = true;
ColorArg1[ 0 ] = Diffuse;
ColorOp[ 0 ] = SelectArg1;
ColorArg2[ 0 ] = Specular;
//alpha
AlphaOp[0] = MODULATE;
AlphaArg1[0] = TEXTURE;
AlphaArg2[0] = DIFFUSE;
AlphaOp[1] = DISABLE;
AlphaBlendEnable = TRUE;
SrcBlend = SRCALPHA;
DestBlend = INVSRCALPHA;
}
}
Shader Alpha
Hi folks!
Here is my cheap water shader, it works fine except the alphablending. I can't get it to work. Please can anyone help me to get this working?!
I use a semi-transparent png texture on it.
Thanks,
Roy
1. render the semi-transparent alpha blended things *after* you render all the opaque things with Z writes disabled. If you don't disable Z writes for the water, anything that's underneath the water that's drawn after the water will be rejected by the depth buffer. Because Z writes are off, you need to manually Z sort the semi-transparent things (using distance from the camera to the nearest point on the bounding box [along the view vector] is usually enough) which is why you render semi-transparent things after all the opaque things.
2. does your water texture have an alpha channel?, and are you loading it into a D3D format that has an alpha channel? Your vertex shader sets alpha to 1 and the pixel shader modulates against the texture so that's the only place the alpha for the blend can come from.
3. unrelated point: using a pixel shader replaces the fixed function texture blending cascade, so the ColorArg1, ColorArg2, ColorOp, AlphaArg1, AlphaArg2, AlphaOp parts of your effect are completely redundant.
4. unrelated point: you have SpecularEnable=true, this enables the hardware specular addition that happens *after* your shader has run. Your shader is already doing a specular add so what you're asking D3D for is: IN.diffCol * diffuseTexture + IN.specCol + IN.specCol; Maybe you want the extra exponentiation, but thought I'd mention it in case not.
5. unrelated point: I've found that the lit() HLSL intrinsic saves a bunch of shader instruction slots compared to doing the maths with separate intrinsics and gives acceptable results.
2. does your water texture have an alpha channel?, and are you loading it into a D3D format that has an alpha channel? Your vertex shader sets alpha to 1 and the pixel shader modulates against the texture so that's the only place the alpha for the blend can come from.
3. unrelated point: using a pixel shader replaces the fixed function texture blending cascade, so the ColorArg1, ColorArg2, ColorOp, AlphaArg1, AlphaArg2, AlphaOp parts of your effect are completely redundant.
4. unrelated point: you have SpecularEnable=true, this enables the hardware specular addition that happens *after* your shader has run. Your shader is already doing a specular add so what you're asking D3D for is: IN.diffCol * diffuseTexture + IN.specCol + IN.specCol; Maybe you want the extra exponentiation, but thought I'd mention it in case not.
5. unrelated point: I've found that the lit() HLSL intrinsic saves a bunch of shader instruction slots compared to doing the maths with separate intrinsics and gives acceptable results.
Quote:Original post by S1CA
1. render the semi-transparent alpha blended things *after* you render all the opaque things with Z writes disabled. If you don't disable Z writes for the water, anything that's underneath the water that's drawn after the water will be rejected by the depth buffer. Because Z writes are off, you need to manually Z sort the semi-transparent things (using distance from the camera to the nearest point on the bounding box [along the view vector] is usually enough) which is why you render semi-transparent things after all the opaque things.
2. does your water texture have an alpha channel?, and are you loading it into a D3D format that has an alpha channel? Your vertex shader sets alpha to 1 and the pixel shader modulates against the texture so that's the only place the alpha for the blend can come from.
1. How do i do that?! >< Can u please help me? I tried so many things and it still doens't work :(
2. Yes my texture has a alpha channel
btw I'm using MDX C#.NET 2005, NVIDIA gfxcard
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