The alphaBlendStartEnd parameter doesn't work. It has no effect.
If I replace the variables with values in the fruitGrowthFoliageShader.xml it works. But if I change the values in material parameter, the blending doesn't work.
It works in GE, but doesn't work ingame.
I think it has a name conflict, because if I rename the variable in the shader, and in the material of the foliages it works.
[SOLVED] alphaBlendStartEnd doesn't work
2 posts
Page 1 of 1
Re: alphaBlendStartEnd doesn't work
Hi,
well, that behavior is intended.
A 'base script' sets this shader parameter to a certain value when loading a map, depending on the clip distance of the foliage.
Therefore the blending will always be done over a range of 4m.
But the 'visibility range' is determined by the clip distance.
Actually I don't see a reason for changing the 'blending range'.
Except you want to shrink it.
By the way, adjusting the clip distance in a map is not a good idea.
You can easily adjust it in the advanced graphics options.
Cheers,
fruktor
well, that behavior is intended.
A 'base script' sets this shader parameter to a certain value when loading a map, depending on the clip distance of the foliage.
Therefore the blending will always be done over a range of 4m.
But the 'visibility range' is determined by the clip distance.
Actually I don't see a reason for changing the 'blending range'.
Except you want to shrink it.
By the way, adjusting the clip distance in a map is not a good idea.
You can easily adjust it in the advanced graphics options.
Cheers,
fruktor
2 posts
Page 1 of 1