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Question by LudoSmith · Mar 14, 2013 at 02:41 AM · shaderparticleskinectadditivevertexlit

Additive shader that gets lit?

Hello!

It's first time asking a question here, and I am totally not knowledgeable to the topic I'm asking so plz correct me if my question doesn't make sense :P

So, I'm making a Kinect experience called SPACE MAESTRO that's about creating a musical universe as my thesis project. To describe it very roughly, player moves around the physical space to gather gas clouds and create a star, which then makes musical stingers that makes up the musical soundscape.

Below is the quick playthrough of the recent version.

SPACE MAESTRO playthrough

So, as you see, we have a large particle system of gas clouds, and player's hands positions in the physical space directly translates to the space in the game.

Accurate perception of the position of each hand is important, in order to create a star at a desired position or interact with existing ones.

I tested it by attaching a point light on each hand's gameobject and set the gas cloud particle's shader to VertexLit, and that works quite well.

However, the problem is the VertexLit shader makes everything else (that's not lit) very dumb and dark. I lose the smooth look of the Additive(soft) shader that I'm using now in the video.

So Question!

Is there any way to keep the look of the Additive shader and also making it lit by light?

Thanks!

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