A TextureFX Fog that uses the Depthbuffer. Two techniques: Exponential and Exponential Squered
yes cool one :)
I'm here trying to render with the Writer DX11 NRT...
I need .png with alpha channel
..Is there a way to avoid the Fog writing to the whole alpha of the texture?
@robe its texture based, so it will output a fullscreen image as opposed to layers. so you need a texture with the correct alpha channel and overwrite the alpha after the fog... or you rewrite the shader to respect the alpha from the input texture if it has any alpha...
@robe i've uploaded a new version that should work for you...
Thanks a ton, but the trick of the ColorChannel mapper doesn't really work in my case.
I need to write the Fog only on my meshes and not on the background of the renderer..
.. If you remember in DX9.. It was so easy when the FOG was a Renderstate..
ok, in that case you need another fog method. but it should be somewhere around. writing a fog on geometry level is not so hard...
Ok tonfilm, I'm not so skilled in dx11, so for me it's even harder...
Could you or someone point me in the right direction? I searched everywhere in the forum, tryed another fog, but I really can't do this.
Thanks in advance.
@robe have you checked this? https://vvvv.org/contribution/rastertek-dx11-v4-tutorials
Yes of course. Yesterday wasn't work at all, now IT'S WORKING...
How could it be possible!!??!??!
I'm using MrWiggle DX11, I suppose I need a Fog in post processing.
Or maybe I need the right skill to merge those shader.
Anyway Thanks a lot!
I think I'm the only one that use Fog in this forum... ajahahha
I decided to create a Forum Thread on this:
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