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Question by Noxury · Oct 03, 2017 at 09:45 PM · shadertexturemaskpixelsrefraction

How to apply refraction at marked texture pixels while the rest is being rendered normal?

I have a low poly textured mesh. I want to add some refraction on the glass-pixels of the diffuse texture without splitting the mesh and applying the desired specular material to those faces.

I know masking could be the key, so I duplicated the diffuse texture and masked with pink where the pixels should get the refraction applied. Now I need to know how a shader can read those pink pixels and draw there refraction over the diffuse texture.

How can this be done?

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Answer by FortisVenaliter · Oct 03, 2017 at 10:15 PM

I don't think it can. Not without a second render, anyway.

You're basically breaking the mesh down into two parts already, except using extra textures, on the GPU, in real-time. Splitting the mesh would already be a performance improvement and drastically decrease the complexity of the setup. Why is that not an option?

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avatar image Noxury · Oct 03, 2017 at 10:22 PM 0
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Thought because it would be more dynamic with masking ins$$anonymous$$d of editing the mesh and assigning the desired material everytime I want to change the glass positions. Anyways thank you for your time.

avatar image FortisVenaliter Noxury · Oct 03, 2017 at 10:29 PM 0
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You would need different textures to make it dynamic, just as you would need extra meshes, so there's probably not much of a gain to be had there.

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