The clouds are actually "pseudo" volumetric, a dynamic multiple layered cloud texture applied to two gigantic shirked half spheres, which are spawned at the middle of the scene.jacobhinds 说:Those moving clouds too.is that a particle or just part of the skybox?
Easily do-able, although there is one caveat - you will have to decide on a maximum number of blood splatters being passed to the shader at once. I would recommend maybe 8 or 12 - theres nothing stopping you having more its just it would get a bit complicated/messy. Basically you want to get the position of where the blood splatter should be (could maybe use a ti_on_agent hit trigger or something), then pass this position to the shader via either the commandswrwlf 说:Has anyone ever figured out how the vertex coloring for 'blood' works?
I initially thought to just disable the blood altogether and then apply blood coloring myself dynamically using a shader, but all the shader parameters seem to be globals so this does not work. Although, I could very well be approaching this totally wrong (I want one specific shader to receive one specific set of parameters which are set via trigger(s)).
At this point I would just be content with being able to darken the shade of the stock blood vertex coloring.
Thanks!
set_shader_param_float4 = 2402 # (set_shader_param_float4, <parameter_name>, <valuex>, <valuey>, <valuez>, <valuew>), #Sets the float4 shader parameter <parameter_name> to <valuex/y/z/w>
set_shader_param_float4x4 = 2403 # (set_shader_param_float4x4, <parameter_name>, [0][0], [0][1], [0][2], [1][0], [1][1], [1][2], [2][0], [2][1], [2][2], [3][0], [3][1], [3][2]), #Sets the float4x4 shader parameter <parameter_name> to the given values .w components are 0001 by default