View Revisions: Issue #5044

Summary 0005044: Adjusting specular RGB in material stages fails under enhanced interaction shader
Revision 18.08.2019 13:05 by VanishedOne
Description What I brought up previously here:
http://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/313/&tab=comments#comment-414038
http://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/313/&tab=comments#comment-414162

According to http://forums.thedarkmod.com/index.php?/topic/11893-ungoliants-mapping-questions/page/14/&tab=comments#comment-333417 the enhanced interaction shader written to replace D3's broke the ability to write stages like

{
blend specularmap
map _white
rgb 0.1 // only works under the simple shader
}

The GLSL shader has inherited this behaviour. If that were changed we could reuse textures more effectively (often TDM specular maps are just darker versions of the diffuse maps) and tweak materials more easily.

Currently the enhanced shader actually takes RGB scaling from the diffuse stage, so if a material has e.g. "rgb 0.1" in the diffuse stage it affects diffuse *and* specular colour under the enhanced shader. (Changing this behaviour could therefore affect the look of some existing materials under the enhanced shader, but it would resolve inconsistency between shader settings, giving material authors better control.)
Revision 18.08.2019 13:03 by VanishedOne
Description What I brought up previously here:
http://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/313/&tab=comments#comment-414038
http://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/313/&tab=comments#comment-414162

According to http://forums.thedarkmod.com/index.php?/topic/11893-ungoliants-mapping-questions/page/14/&tab=comments#comment-333417 the enhanced interaction shader written to replace D3's broke the ability to write stages like

{
blend specularmap
map _white
rgb 0.1 // only works under the simple shader
}

The GLSL shader has inherited this behaviour. If that were changed we could reuse textures more effectively (often TDM specular maps are just darker versions of the diffuse maps) and tweak materials more easily.

Currently the enhanced shader actually takes RGB scaling from the diffuse stage, so if a material has e.g. "rgb 0.1" in the diffuse stage it affects diffuse *and* specular colour under the enhanced shader. (Changing this behaviour would therefore affect how such a material looks under the enhanced shader, but it would resolve inconsistency between shader settings, giving material authors better control.)
Revision 17.08.2019 16:51 by VanishedOne
Description What I brought up previously here:
http://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/313/&tab=comments#comment-414038
http://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/313/&tab=comments#comment-414162

According to http://forums.thedarkmod.com/index.php?/topic/11893-ungoliants-mapping-questions/page/14/&tab=comments#comment-333417 the enhanced interaction shader written to replace D3's broke the ability to write stages like

{
blend specularmap
map _white
rgb 0.1 // only works under the simple shader
}

The GLSL shader has inherited this behaviour. If that were changed we could reuse textures more effectively (often TDM specular maps are just darker versions of the diffuse maps) and tweak materials more easily.
Revision 17.08.2019 16:42 by VanishedOne
Description What I brought up previously here:
http://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/313/&tab=comments#comment-414038
http://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/313/&tab=comments#comment-414162

According to http://forums.thedarkmod.com/index.php?/topic/11893-ungoliants-mapping-questions/page/14/&tab=comments#comment-333417 the enhanced interaction shader written to replace D3's broke the ability to write stages like

{
blend specularmap
map _white
rgb 0.1 // only works under the simple shader
}

The OpenGL shader has inherited this behaviour. If that were changed we could reuse textures more effectively (often TDM specular maps are just darker versions of the diffuse maps) and tweak materials more easily.