Difference between revisions of "Talk:EffectShader"

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1,168 bytes added ,  21:26, 12 April 2015
→‎Notes on membrane shaders' alpha time values: Renamed section. Will vomit my speculation into it from here on out.
imported>DavidJCobb
imported>DavidJCobb
(→‎Notes on membrane shaders' alpha time values: Renamed section. Will vomit my speculation into it from here on out.)
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Anyone know what exactly controls the "finish" effect of an EffectShader? For instance, any of the core alteration spells (Stoneflesh, Oakflesh, etcetera) all will play a brief particle shader when the spell is cast, then they have only a membrane shader playing while the effect is active, but then when the effect finishes, another particle shader effect (similar to, but not exactly the same as) the original particle shader casting effect appears. What options in the Particle Shader settings (or elsewhere) control this behavior? -- [[User:Egocarib|Egocarib]] ([[User talk:Egocarib|talk]]) 2013-09-14T11:41:23 (EDT)
Anyone know what exactly controls the "finish" effect of an EffectShader? For instance, any of the core alteration spells (Stoneflesh, Oakflesh, etcetera) all will play a brief particle shader when the spell is cast, then they have only a membrane shader playing while the effect is active, but then when the effect finishes, another particle shader effect (similar to, but not exactly the same as) the original particle shader casting effect appears. What options in the Particle Shader settings (or elsewhere) control this behavior? -- [[User:Egocarib|Egocarib]] ([[User talk:Egocarib|talk]]) 2013-09-14T11:41:23 (EDT)


== Notes on membrane shaders' alpha time values ==
== Notes on membrane shaders' values ==


The documentation on this page is very, very, very lacking. I'd edit it, but it's very difficult to test things for sure.
The documentation on this page is very, very, very lacking. I'd edit it, but it's very difficult to test things for sure.
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[[User:DavidJCobb|DavidJCobb]] ([[User talk:DavidJCobb|talk]]) 2015-04-11T17:20:35 (EDT)
[[User:DavidJCobb|DavidJCobb]] ([[User talk:DavidJCobb|talk]]) 2015-04-11T17:20:35 (EDT)
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More research and testing ''appears'' to indicate that the "source pixel" is the EffectShader's texture and color, while the "destination pixel" is the texture and color of the target object. It's difficult to know for sure, though.
I've been running my tests using an EffectShader with an opaque solid white fill texture. Here's what I'm seeing:
*'''No change''' when Source Blend is Zero, Dest Blend is One, and Operation is Max.
*'''Solid white''' when Source Blend is One, Dest Blend is One, and Operation is Add.
*'''Solid black''' when Source Blend is Zero, Dest Blend is Dest Alpha, and Operation is Add.
*The Z-Test Function appears to be totally broken; the "Greater Than or Equal" value does not show through walls as described; remarks found around the web indicate that it used to work back in Oblivion. NIF files have a similar feature (a flag available on NiAlphaProperty) which is also broken outside of the Creation Kit, so odds are good that Bethesda broke something deep within the graphics engine.
Man, it sure would be nice to know ''what'' we're blending. :\ [[User:DavidJCobb|DavidJCobb]] ([[User talk:DavidJCobb|talk]]) 2015-04-12T22:26:30 (EDT)
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