Thursday, 17 April 2014

Star Trek Game Quick Screens

So may i have been watching too much Star Trek or something.
but i wanted to start a new project based on the next generation
i have been looking up all the info i can over of memory-alpha.org and finding 3d assets over on the Google 3d Warehouse .

more info to come on this one as soon as i have more done. im having some trouble  with the normals at the moment and looking at the shader code   to stop it from culling the back face while keeping the toon effect and lighting

but this is confusing me 

  1. Shader "DoubleSided" {
  2.     Properties {
  3.         _Color ("Main Color", Color) = (1,1,1,1)
  4.         _MainTex ("Base (RGB)", 2D) = "white" {}
  5.         //_BumpMap ("Bump (RGB) Illumin (A)", 2D) = "bump" {}
  6.     }
  7.     SubShader {    
  8.         //UsePass "Self-Illumin/VertexLit/BASE"
  9.         //UsePass "Bumped Diffuse/PPL"
  10.        
  11.         // Ambient pass
  12.         Pass {
  13.         Name "BASE"
  14.         Tags {"LightMode" = "PixelOrNone"}
  15.         Color [_PPLAmbient]
  16.         SetTexture [_BumpMap] {
  17.             constantColor (.5,.5,.5)
  18.             combine constant lerp (texture) previous
  19.             }
  20.         SetTexture [_MainTex] {
  21.             constantColor [_Color]
  22.             Combine texture * previous DOUBLE, texture*constant
  23.             }
  24.         }
  25.    
  26.     // Vertex lights
  27.     Pass {
  28.         Name "BASE"
  29.         Tags {"LightMode" = "Vertex"}
  30.         Material {
  31.             Diffuse [_Color]
  32.             Emission [_PPLAmbient]
  33.             Shininess [_Shininess]
  34.             Specular [_SpecColor]
  35.             }
  36.         SeparateSpecular On
  37.         Lighting On
  38.         Cull Off
  39.         SetTexture [_BumpMap] {
  40.             constantColor (.5,.5,.5)
  41.             combine constant lerp (texture) previous
  42.             }
  43.         SetTexture [_MainTex] {
  44.             Combine texture * previous DOUBLE, texture*primary
  45.             }
  46.         }
  47.     }
  48.     FallBack "Diffuse", 1
  49. }

when i use the above shader it makes every thing look whited out .

give me a few days looking at this and i will have it fixed.

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