Emissive texture channel

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Владимир Побединский

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Nov 29, 2013, 4:49:28 AM11/29/13
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Which technique need to use to enable emissive texture?

Lasse Öörni

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Nov 29, 2013, 5:00:35 AM11/29/13
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The builtin LitSolid shader does not expose it separately right now.

There is the Lightmap variation, but it's likely not what you want, as lightmapping uses the second UV channel.

If you want to get started immediately,you'll have to make your own. Modify the LitSolid shader or copy it, create new technique etc.

Владимир Побединский

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Nov 29, 2013, 5:06:48 AM11/29/13
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It will be fixed in future?

пятница, 29 ноября 2013 г., 21:00:35 UTC+11 пользователь Lasse Öörni написал:

Lasse Öörni

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Nov 29, 2013, 5:28:39 AM11/29/13
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Yes, it would make sense to include emissive channel in the default shaders (it's quite a basic feature), if it can be done without exploding the pixel shader permutation count. Possibly needs to be put only to the ambient permutations and avoid the per-pixel (dir, spot, point) permutations.

However note that the texture units and uniforms include stuff that simply isn't addressed by the default shaders, but they're just acting as placeholders allowing you to implement stuff. And of course there will always be some effect you want that is not included in the defaults. It's same with something like Ogre, you should be prepared to customize your own shaders / techniques / materials.

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