Thank you for the reply!
Off course, context could prove helpful, although I felt it was a bit much, so I focused on a specific test-case before.
I'll outline the target effect:
I would like to achieve a pixelised dithered lighting effect.
The following features would be needed to have the full ...
Search found 3 matches
- Thu Oct 25, 2018 7:27 am
- Forum: Amplify Shader Editor
- Topic: Light Attenuation + Texture Sample Misconception
- Replies: 4
- Views: 3946
- Mon Oct 08, 2018 4:13 pm
- Forum: Amplify Shader Editor
- Topic: Light Attenuation + Texture Sample Misconception
- Replies: 4
- Views: 3946
Re: Light Attenuation + Texture Sample Misconception
Having experimented some more I have made an extra observation.
It turns out the excess Red values in my test are somehow related to the color value of the U=0 V=0 position in the texture.
Flipping the RGB test texture horizontally, the same effect occurs;
Only then, there is an excess of Blue in ...
It turns out the excess Red values in my test are somehow related to the color value of the U=0 V=0 position in the texture.
Flipping the RGB test texture horizontally, the same effect occurs;
Only then, there is an excess of Blue in ...
- Sat Oct 06, 2018 4:12 pm
- Forum: Amplify Shader Editor
- Topic: Light Attenuation + Texture Sample Misconception
- Replies: 4
- Views: 3946
Light Attenuation + Texture Sample Misconception
I fear I need someone to straighten my misconception.
My goal is to let the U component of a Texture Sample depend on the Attenuation value.
See attached screenshot for a testcase.
I cannot make sense of the output here.
I was expecting to see the same colors as in the sampled texture:
Blue ...
My goal is to let the U component of a Texture Sample depend on the Attenuation value.
See attached screenshot for a testcase.
I cannot make sense of the output here.
I was expecting to see the same colors as in the sampled texture:
Blue ...