Hi everyone, what’s the best way to obtain a cut out effect ( like this) using new 1.58 materials ?
Thanks in advance for any suggestion !
Hi everyone, what’s the best way to obtain a cut out effect ( like this) using new 1.58 materials ?
Thanks in advance for any suggestion !
Do the existing shaders not work with it?
There’s an example of one that can be used with the Standard Material here: How can I make the custom shader stop? - #18 by yaustar
I think you just need to set an alpha texture on a material, and use alpha test value to create cutout.
@mvaligursky very smart suggestion it works fine, still, this way is not possible to have a border color, which could be fancy with bloom.
I applied it as basic solution, thank you !
@yaustar the truth is that is the first time I approach shader extending in PC, i read some posts and tutorial, but I didnt put myhands on it, yet.
Thanks a lot for hints and directions, gonna start experimenting now
I created a project to mix down transparency and cutout shader, here, on the root entity the shader script.
This cutout works on diffuseMap so it cant work on transparent materials, any hint/directions about how to approach this ?
p.s.:on the other side the alphatest works fine on transparent using a noise map, but no color border and the material loose a bit of “consistency”.
I’m not sure I understand the question … but perhaps what you need is to use discard
instruction in the shader, to remove some pixels.
For example
if (transparency < 0.5)
discard;
Or maybe i didnt explain my self properly, using the alpha we dont obtain a coloured border which instead is obtained with “burn shader”, but this last will not work on transparent material.
So the point is: is it possible to have a cutout ( with a coloured border ) on trasnparent / refractive materials ?
If you go to the last post, I believe I did it here: How can I make the custom shader stop? - #22 by yaustar
If you need it to not be affected by lighting, I think if you include the emissive chunk, you can change the color there?
You will need to update this line to the current engine version: PlayCanvas | HTML5 Game Engine
See this for more details Shader Chunk Migrations | Learn PlayCanvas
Thank you a lot, always same project here , the iridiscent ball works fine, added this:
Btw do you know ho to pass&read correctly a vec3 to shader for the color ? I am actually using a not very elegant form…
Thanks a lot !
uniform vec3 color;
and pass it as Float32Array[3]
;
@mvaligursky thanks !