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Question by Fritz · Apr 11, 2011 at 09:20 AM · materialalphamapblendingmultimaterial

shader FX/water and diffuse texture alpha blend

Hi community,

I'm looking for a shader that can blend water fx (scripted water) with a diffuse texture. The blend shaders I have seen thusfar are only able to blend 2 textures. I'd like a shader that can blend 2 materials. 1 bit alpha black or white would be ok.

Anyone knows how to do this? Unfortunately my coding experience is zero, so I can't write it myself.

Also the waterfx should disregard poly normals as regard to the scripted effect but should fake the normal as being straight up everywhere for the water.

Kind regards,

Fritz

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Answer by sean · Apr 11, 2011 at 02:40 PM

I'm somewhat confused as to what you want to do here. The fundamental way water shaders work is by adjusting the surface normal so that lighting plays off it as if it were irregular. You aren't going to get a ripple effect without changing the normals for the purposes of rendering. Unless you're running a geometry shader, though, this shouldn't ever change the polygon normals (and even if you are running a vertex shader that works on the actual geometry, your game script will unlikely be able to detect the shader's effect on the scene), so if you're worried about poly normals for e.g. game physics, no shader is going to affect that. If all you want is a transparent shiny rendition of a texture, that can be set in the material and shading properties, but shiny "specular" materials are likewise by definition not strictly diffuse textures. You can probably blend a shiny material with a diffuse material, or create one material with multiple blended textures and an intermediate specularity, but what you're writing that you want to do makes very little sense in computer graphics terms.

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