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shader for web target
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[quote][b][/b] wrote: Hello again, I am sorry for the delay. Here is a link to the shared folder on my OneDrive relative to my experiment with CSP-Games (Dieter) shader. [url]https://1drv.ms/u/s!AjokN1FU3jK1lX4NJqDsllwE5vCG?e=gy0lLb[/url] Comment included in that folder : This folder contains two files : a behavior created by CSP-Games to apply a WEBGL (GLSL format) waving shader animated by a combination of sinus and cosinus formulas. Please visit this thread https://www.ambiera.com/forum.php?t=8797 in CopperCube's forum to read Dieter's comments about his nice shader. The perfect solution to apply this shader into a CopperCube's project seems to not exist. However the solution proposed herewith seems to me acceptable if the scene contains a limited amount of low poly meshes occluded by the shader. This problem had to be solved : A transparency material applied as "Type" to the CSP-Games shader disables the visibility of any mesh mapped with some transparent material and occluded by the mesh to which that CSP_Games shader is applied. First part of the solution : don't use transparent materials for the meshes occluded by the shader. Second part of the solution : place those meshes inside the main folder "Terrain". I guess that Dieter won't be fully satisfied with this solution, because his shader is a part of a bigger project having a huge number of bilboard items. Unfortunately it is necessary to use alpha transparent textures to create very low poly bilboard items. Let us hope that a future version of CopperCube will offer the perfect solution for Dieter's shader. Thank you for paying attention to this test shown in all modesty. :-)[/quote]
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