Working at bluebackpack
And also having the channels available for other stuff would be really useful. We had some other screen effects we ditched because i didnt want to read multiple fullscreen textures all the time
And also having the channels available for other stuff would be really useful. We had some other screen effects we ditched because i didnt want to read multiple fullscreen textures all the time
Yeah so the other texture is a single channel mask mapped to the normal UVs of each model.
It just shifts the vertex colors up or down a bit to allow for patterns like tiles or wood parquet to also get outlines for example.
probably a bit wasteful ressourcewise 😬
Yeah so the other texture is a single channel mask mapped to the normal UVs of each model.
It just shifts the vertex colors up or down a bit to allow for patterns like tiles or wood parquet to also get outlines for example.
probably a bit wasteful ressourcewise 😬
I used the "rollerdrome" approach for our game with vertex colors and another texture for additional outlines not on poly edges.
But now after release i am wondering what i can optimize there!
So rendering to a singlechannel section map might be an interesting idea! Thanks!
I used the "rollerdrome" approach for our game with vertex colors and another texture for additional outlines not on poly edges.
But now after release i am wondering what i can optimize there!
So rendering to a singlechannel section map might be an interesting idea! Thanks!