Another thing I wanted to get familiar with before working on rain: multi-layer rendering. For colored glass to mask stuff behind it properly, it’s best to render it with multiply blending (turning white to red instead of dimming it and putting red on top), but that would mean regular shading would get messed up. So now there is an option for SHADER_REPLACEMENT to render mesh twice: first time with a different solid color shader with multiplicative blending, and second its usual render pass. It allows to turn this:

Into this:

And this is what different brightness adjustment for main shading pass changes.
I think similar approach might help in creating wet materials, puddles and all that. Before that I was thinking about making in it with particles and in post-processing, but that could get pretty expensive, especially in 4K, triple screen or VR. Plus, I think those extra draw calls might give a better result.
Oh, and license plates got their own shader now:


Just parallax guessing height from diffuse map.
Next thing now is to keep fixing bugs, work on proper documentation and then, start working on rain. Hopefully something will work. :)
Josh Kerr
2020-02-14 08:00:47 +0000 UTCIlja Jusupov aka x4fab
2020-02-13 20:45:13 +0000 UTCJosh Kerr
2020-02-13 19:40:53 +0000 UTCBoost
2020-02-03 18:22:33 +0000 UTCIlja Jusupov aka x4fab
2020-02-03 13:20:47 +0000 UTCxez
2020-02-03 11:05:48 +0000 UTC