Tagged Questions
3
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Does Unity's “Transparent Bumped Specular” translate to “semi-shiny must be semi-transparent”?
Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but ...
1
vote
1answer
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Early Z culling - Ogre
For Ogre experienced people, but also experts in the field:
Early Z culling is sometimes quite desirable, and that's what I tried to do in Ogre by using a two pass material. The first one is writing ...
1
vote
1answer
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OpenGL ES Shader help (Blending)
Earlier I required assistance getting to grips with how to retain the alpha channel of a transparent texture in my colourised texture shader program.
Whilst playing with that first version of my ...