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Question by AlwaysSunny · Feb 07, 2014 at 12:50 AM · shaderinvisible

"invisible" shader that affects soft particles?

I know just enough about shaders and rendering to know that I don't know whether this is possible.

My 2.5d game takes place on a plane, (think "floor")
I rely pretty heavily on stock soft particle shaders for my aesthetic vibe.
These mainly rely on their distance from the floor to achieve the desired look.

I suddenly want holes in the floor. Of course, when a soft particle pixel isn't N units from an opaque object, its appearance changes. My goal / question is about preventing that.

I want to be able to place a quad flush with the hole-in-the-floor, which renders nothing, but which still causes soft particles to do their thing as if it were opaque.

Can I get this behavior?

Thanks for reading!

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avatar image kat0r · Feb 07, 2014 at 01:11 AM 0
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Something like a stencil buffer?

avatar image AlwaysSunny · Feb 07, 2014 at 01:57 AM 0
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I... Don't know. Reading about this now. I figured it'd be about writing depth, but somehow preserving the color info behind it. But I'm in very unfamiliar territory. At the moment, everything I can think of has a gottcha that would break something else. Thanks for the suggestion,

avatar image SunnyChow · Feb 07, 2014 at 04:11 AM 0
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I get an idea but it's not very flexible. Set the render query so the holes will be rendered just after the floor. And use a shader for the holes that don't write in Z-buffer but don't test Z-buffer.

avatar image AlwaysSunny · Feb 07, 2014 at 08:15 AM 0
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Well, I can use a Depth$$anonymous$$ask shader to just write to the z-buffer. It achieves the soft particle interaction goal, but causes anything transparent "down in the hole" to be occluded. I was hoping for an easy, magical way around that.

Given the perspective in my scenario, I might be able to get the best of both worlds by doing some multi-cam deviltry. Thanks for the input, you guys put me on the right track.

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