Making Semi-transparent textures: Difference between revisions
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Latest revision as of 05:02, 22 December 2022
written by Springheel
I don't know if people already know about this, but it's news to me.
When I was working on the lantern textures, I noticed that if I used the following shader the texture turned out to be transparent.
textures/darkmod/metal/flat/lamp_glass_lit_transparent //glass is partially transparent
{
glass
translucent // avoids implicit opaque black stage used for filling the depth buffer
{
blend add
map models/darkmod/props/textures/lamp_glass_lit
}
}
Better yet, it wasn't totally transparent--you could still see the texture itself, but you could see through it. The effect was pretty neat, so I tried it on a simple brush in a map. Here's the result.
You can clearly see the texture, but you can also nicely see through it. Imagine this as a window. And no vertex shaders necessary, so it shouldn't have conflicts with water (though I haven't tested it). With the "translucent" keyword, you can also add a specular and bumpmap to the texture if you wish. I think this might be a cool way to provide transparent windows but still keep the warm glowy effect. You wouldn't be able to use it for all window textures (since any frame or crosspiece in the texture would also become transparent unless they were straight black) but it will be very effective for some models, and might be useful in other places I haven't thought of yet (an underwater overlay comes to mind).
An example of it in models (the two outside ones).
Pinkdot pointed out that the "blend add" effect will brighten whatever the player sees through the texture. This would work well for looking into well-lit homes or for stained glass. By using the same technique, but replacing "add" with "filter" you can get semi-transparent textures that darken what you see through them, perfect for looking outside or into unlit homes.
It's possible to put the lit texture on one side of a brush and the unlit on the other and have both work, so windows could have the proper appearance depending on whether you are looking inside or outside.
New Findings
Real Translucency
Rich_is_Bored discovered that a technique for translucent lighting discussed on Polygon forums could be implemented in Doom 3 by setting the vertex color gray and using an inverted normalmap for the inversevertexcolor.
Rebb found that you could use the scale keyword to programmatically invert the normalmap.
Finally, Rich_is_Bored found that all surfaces can use the effect if you simply set the diffuses stage to rgb 0.5 which is essentially the same as gray vertex color.
Final example:
translucent/example
{
// first pass
{
blend bumpmap
map normalmap.tga
}
{
blend diffusemap
map diffusemap.tga
rgb 0.5
}
{
blend specularmap
map specularmap.tga
}
// second pass
// the scale function here is "inverting" the normal map so that it catches light from the opposite side.
{
blend bumpmap
map scale(normalmap.tga, 1, 1, 0, 1)
}
{
blend diffusemap
map diffusemap.tga
rgb 0.5
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map diffusemap.tga
scale 1, 1
red global2
green global3
blue global4
}
}
Lit Transparency
The HeatHaze Glass materials can be made to react to Transparency by including lit stages before the HeatHaze shader. The lighting is only passed to the stages after the HeatHaze so your will need to choose an OpenGL blend mode to capture the lighting. This essentially acts like the albedo color of the diffuse stage.
lit_transparent/example
{
noshadows
twoSided
translucent
forceoverlays
sort decal
forceOpaque
qer_editorimage example_editor_image.jpg
description "transparent lit material"
{
blend bumpmap
map normalmap.tga
}
{
blend diffusemap
map _white
red 1.0 // tune red illumination
blue 1.0 // tune blue illumination
green 1.0 // tune green illumination
}
{
blend specularmap
map specularmap.tga
rgb 0.5 // tone down specular
}
{
vertexProgram heatHazeWithDepth.vfp
vertexParm 0 0 , 0 // texture scrolling
vertexParm 1 2 // magnitude of the distortion
fragmentProgram HeathazeWithMaskAndDepth.vfp
fragmentMap 0 _currentRender
fragmentMap 1 _flat
fragmentMap 2 _currentDepth
}
//--------------------------------------------------------------------------------------------------------
// add our texture on top
{
blend blend
maskalpha
map diffusemap.tga
alpha 0.8 // tune transparency
rgb 0.4
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map diffusemap.tga
scale 1, 1
red global2
green global3
blue global4
}
}
Combined Example
Here we combine both the Real Translucency and the Lit Transparency effects
translucent/wallpaper_fancy_red_transparent
{
noshadows
twoSided
translucent
forceoverlays
sort decal
forceOpaque
qer_editorimage textures/darkmod/glass/wallpaper_fancy_red_ed
description "translucent paper for lamps"
{
blend bumpmap
map textures/darkmod/paint_paper/wallpaper_fancy_local
}
{
blend diffusemap
map _white
red 0.5
green 0.2
blue 0.1
}
{
blend specularmap
map _white
rgb 0.3
{
blend bumpmap
map scale(textures/darkmod/paint_paper/wallpaper_fancy_local, 1, 1, 0, 1)
}
{
blend diffusemap
map _white
red 0.5
green 0.2
blue 0.1
}
{
vertexProgram heatHazeWithDepth.vfp
vertexParm 0 0 , 0 // texture scrolling
vertexParm 1 2 // magnitude of the distortion
fragmentProgram heatHazeWithDepth.vfp
fragmentMap 0 _currentRender
fragmentMap 1 _flat
fragmentMap 2 _currentDepth
}
//--------------------------------------------------------------------------------------------------------
// add our texture on top
{
blend blend
maskalpha
map textures/darkmod/paint_paper/wallpaper_fancy_red
alpha 0.8
rgb 0.4
}
// TDM Ambient Method Related
{
if (global5 == 1)
blend add
map textures/darkmod/paint_paper/wallpaper_fancy_red
scale 1, 1
red global2
green global3
blue global4
}
}