I've been working on the RX-7 to get it up to the recent versions, one of the things I've been fiddling with is interior lighting. The majority of this stuff (eg. the gauges) is texture mapped, and only certain elements should have emissions - if it's more general it looks like it's got a small lamp on it, rather than the icons actually glowing. With the Kilolux levels and real shadowing it's a lot darker in the cockpit so the instrument panel is really needing this kind of thing.
So, to arrange this, I copied standard_f.cg to standard_glow_f.cg, with one minor change:
This is in the ambient lighting line -
Changed to
In combination with a shader specifying emission amounts, this means that a 1.0 on the alpha channel will emit, while a 0.0 is completely lit by normal ambient light. After that it's just a matter of fixing up the interior maps with appropriate emissions.
I guess my question is whether this functionality is duplicated in another shader, or if this would be a useful addition to the set of shaders.
So, to arrange this, I copied standard_f.cg to standard_glow_f.cg, with one minor change:
Code:
baseCol*(ambient + Ke)
Changed to
Code:
baseCol*(ambient + Ke*baseCol.a)
I guess my question is whether this functionality is duplicated in another shader, or if this would be a useful addition to the set of shaders.