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RageEmittingDiode

4
Posts
A member registered Feb 09, 2021

Recent community posts

By any chance, do you still have the old version of the shader in one piece anywhere?

It's been a year (pretty much precisely) since I took a look at this. I see you've moved the color depth and dithering into postprocessing. It's now far more accurate as a result, but now we have lost the ability to dither only certain materials in our scene.

I'm guessing there was no way to get an accurate reduction in color depth without using postprocessing?


How much of this works solely from material shaders, without seperate postprocessing?

(1 edit)

Excellent stuff, but there is a problem with the lit alpha scissor shader; fog color is applied over the alpha areas.

The lit transparent version doesn't have this problem,  so presumably, it is a case of oversight with a simple fix?


[EDIT] I have fixed it by taking the code from the working transparent shader and adding

uniform float alpha_scissor : hint_range(0, 1) = 0.1;

to the declarations, and

ALPHA_SCISSOR = alpha_scissor;

to the final fragment.

I also pasted the billboard stuff in there too, although I'm fairly clueless about shaders and just bumbled through this.