Fuzo
Member
Guys I recently realized that when I am using ksPerPixel shader with alpha blending and transparency flag for white lines in my track projects, they look as I want them to look but they are not getting skidmarks from cars. Using ksPerPixelAT solves this issue but I don't like the appearance of the lines in this mode because alpha testing makes them look very strange.
So I started my research and found out that Kunos track use ksPerPixel or ksPerPixelNM, but they use different depth mode (eNoZwrite or something like that), not only for line meshes but for groves as well. I usually did not touch this at all because honestly, I don't know what it does and whats the difference but I tried to recreate exact settings like on Kunos track and guess what, Kunos track was OK, mine was not. I have no idea what could be the problem but I want to know, when to use different blend modes than eDepthNormal, what are the rules in setting shaders for lines and groves and other transparent objects which should receive skidmarks from the cars driving over them? Anyone knows? I have an idea that it has something to do with draw order and z-buffer but I would need some comprehensive explanation
So I started my research and found out that Kunos track use ksPerPixel or ksPerPixelNM, but they use different depth mode (eNoZwrite or something like that), not only for line meshes but for groves as well. I usually did not touch this at all because honestly, I don't know what it does and whats the difference but I tried to recreate exact settings like on Kunos track and guess what, Kunos track was OK, mine was not. I have no idea what could be the problem but I want to know, when to use different blend modes than eDepthNormal, what are the rules in setting shaders for lines and groves and other transparent objects which should receive skidmarks from the cars driving over them? Anyone knows? I have an idea that it has something to do with draw order and z-buffer but I would need some comprehensive explanation