Difference between revisions of "Talk:EffectShader"
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→Notes on membrane shaders' values: Forgot about emissives not being affected. I wonder what totally undocumented behaviors I'll find next! :D :D
imported>DavidJCobb (→Notes on membrane shaders' alpha time values: Renamed section. Will vomit my speculation into it from here on out.) |
imported>DavidJCobb m (→Notes on membrane shaders' values: Forgot about emissives not being affected. I wonder what totally undocumented behaviors I'll find next! :D :D) |
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*'''Solid black''' when Source Blend is Zero, Dest Blend is Dest Alpha, 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. | *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. | ||
*Objects that use emissive glows but no textures appear to be totally unaffected by EffectShader membrane options. | |||
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) | 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) |