Difference between revisions of "EffectShader"
→Membrane Shader
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Defaults to Equal To. If changed to Greater Than or Greater Than or Equal To, the membrane shader will be displayed on top of other geometry and will be visible through walls (unconfirmed). | Defaults to Equal To. If changed to Greater Than or Greater Than or Equal To, the membrane shader will be displayed on top of other geometry and will be visible through walls (unconfirmed). | ||
::( The Z-Buffer (also called Depth Buffer) is used to determine object occlusion during Rasterization. During rendering of a triangle, the Z-value of a given pixel is compared to the value stored in the Z-Buffer. Based on the Z-testing function, the triangle either is allowed to overdraw the pixel or not. The default behavior is to accept pixel that have a Z-value that is smaller or the same as the value in the Z-Buffer, making objects closer to the camera occlude objects which are farther away. While it may seem weird at first to ever use something that is different from the default (and in the majority of cases this is the best option), using different comparison functions can be used to create interesting rendering effects.) | |||
''Equal To'' - (A pixel is drawn if its depth value is exactly equal to the corresponding value stored in the Z-Buffer) | ''Equal To'' - (A pixel is drawn if its depth value is exactly equal to the corresponding value stored in the Z-Buffer) |