Hi everyone!
I'm trying to create a crosshatch shader in UDK, but I've run into a few issues.
The problem is that I want to have the shadow as a custom texture, instead of a color/value change, but CustomLightingDiffuse always seems to change the values.
Is there any way to prevent it from darkening the material?
Here's my shader setup:
I tried masking out the dark area and multiplying it until it matches values, but that didn't really work.
So if anyone has any ideas and/or suggestions, they'd be greatly appreciated.
Thanks
Replies
Feed the light vector and surface normal through a dot product to get the lighting grey pass. Then use that with linear interpolate to mask the texture for the cross hatch into place. I'll make an example after work if no one else helps out.
halftoneShader_07112010 by sprunghunt, on Flickr
Problem is, I want to mask out the shadows falling on the surface, and afaik, I can only get the shadows in CustomLightingDiffuse. The problem is when I use that, the shadows actually darken the surface and I can't seem to prevent them from doing that. What I want is to only overlay a pattern onto the shadows, without them actually darkening the surface.
Is that even possible?
Thanks