Creating especific shaders in general -1 reply

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I didn't make it!

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#1 11 years ago

Yay first post here. :) I'm one of the numerious skinners through out the community, and now I'm taking the task of using shaders but I have no idea how they work or how to make them. I'm unfamiliar with any programs that do them either. Especifically, I want a half transparent shader and a reflective one much like a crystal or glass but I'm not sure if its possible. Any advice is apreciated. Thanks.


Chapter Master of the Ultrians

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4th May 2007

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#2 11 years ago

the first thing was spam the other wasnt

Inyri Forge VIP Member

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15th March 2005

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#3 11 years ago

It's possible. In fact, there should be some crystal shaders in the basic JA shaders that you can study, to find out how they work.


Pie incoming

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#4 11 years ago

What your going to need to learn is first the basic structure of the shader and its "stages". If you have anya coding experiance at alll, this makes complete sense.

Also, you gotta become aware of some of the commands and how they effect their stage.

For example Blendfunc GL_ONE GL_ONE makes a bright texture, that is semi transparent when it is not applyed ontop of another image. A example of how this shader function is used, is a glowing light in a map. There is a basic stage that contains the bottmon texture and then a "glowing" texture ontop of that, which has GL_ONE GL_ONE applied to it. Thus, it has a second texture layer onotop of the other one that is fullbright, glowing, and partialy transparent. The transparency however is not visible, because what is behind it is a similar texture.

That is most likely.... a bit confusing, but Its hard stuff to explain. Learn how shaders fit together first, then slowly everything clicks.