You could (using no light) set a white vertex color, connect it to the vertex data and 'use vertex color for lighting'. You could also use hemispheric ambient and set both value to white and ambient factor to 1. (not tested, but should do the trick if i remember well).
Texture blending using vertex colour - so long as its RGB dependent and not simply B/W. The more blends the better! Alternatively, you could blend with Vertex Colour & Alpha for extra sexiness.
Think of painting vertex color as just painting 3 or 4 float numbers for the vertex (RGB/RGBA). These values are used for texture blending. With a custom engine, you can do as many blends as is practical (each 4 textures is a float4 per-vertex, not to mention the extra calculations involved for blending n amount of…
hi I don't really know what's going on here because your settings seem correct. One thing I am wondering tough: Did you used exactly the same names as I did for the vertex data or did you typed those manually? I just noticed that it doesn't produce any error when these don't correspond anything. If you right clic you…
Hi there. Blending terrain with a bitmap is possible, but especially unpractical. It means you'd need a unique UV set just for the blending and an additional texture (more vram, heavier pixel shader). There would be no benefits: The blending is a low frequency information that suits vertex density very well, and vertex…
firstly, awesome work Brice, this shader is amazing. ive been fiddling around with the terrain blending and am getting really nice results, but ive been reading through this thread and a few others and see examples of this shader being used with baked vertex occlusion. can anyone share some info on how to set this up, i…
You need to set the ambient factor to 1 as well, but u won't have the same effect since ambient is not multiplied by the diffuse. Using a vertex color or a white lightmap is the way to go :)