Re: Graphic text
Posted: Wed Jun 01, 2016 9:33 pm
I'll spade out all of the shaders one day. For now I think I've found all the useful params for sky and water, crystal, wall_fire, and additive.
"additive" is very simple, but it's a bit of a misnomer as it works with non-additive blend modes (though its usefulness with them varies). All it does is multiply the colours in the material by the "intensity" param. It's used for the "beacon_furnace_text" material in the standard assets, which is the glowing text that fades in (shader changes intensity) when you make an essence with power gems. If you place two beacon_furnaces beside each other and put four power gems on one, you'll find that the text fades in on both furnaces, because they use the same material and the game just internally changes the intensity param for beacon_furnace_text when an essence is being made. You can easily change the intensity param for your custom materials yourself with an onUpdate hook, of course.
"crystal" has shadeTex, crystalIntensity (multiplier for the light values), and shadeTexAngle (rotation of normals). Generally you want to vary shadeTexAngle with time like the standard materials do. It doesn't play nice with the "Translucent" blend mode but works well with the rest.
"wall_fire" gives the material a wavy effect based on the "time" parameter. It needs a displacementMap. You want to vary this parameter with an onUpdate hook like in the standard wall_fire material. If you want further examples of how it can be used, I used it for the fountain and puddle water materials in my Dungeon Master Resource conversion.
I still don't understand "edge_extrude", can't help you with that one.
"additive" is very simple, but it's a bit of a misnomer as it works with non-additive blend modes (though its usefulness with them varies). All it does is multiply the colours in the material by the "intensity" param. It's used for the "beacon_furnace_text" material in the standard assets, which is the glowing text that fades in (shader changes intensity) when you make an essence with power gems. If you place two beacon_furnaces beside each other and put four power gems on one, you'll find that the text fades in on both furnaces, because they use the same material and the game just internally changes the intensity param for beacon_furnace_text when an essence is being made. You can easily change the intensity param for your custom materials yourself with an onUpdate hook, of course.
"crystal" has shadeTex, crystalIntensity (multiplier for the light values), and shadeTexAngle (rotation of normals). Generally you want to vary shadeTexAngle with time like the standard materials do. It doesn't play nice with the "Translucent" blend mode but works well with the rest.
"wall_fire" gives the material a wavy effect based on the "time" parameter. It needs a displacementMap. You want to vary this parameter with an onUpdate hook like in the standard wall_fire material. If you want further examples of how it can be used, I used it for the fountain and puddle water materials in my Dungeon Master Resource conversion.
I still don't understand "edge_extrude", can't help you with that one.