Quote:
Originally Posted by TheDarkWraith
Did a lot of testing today with the alpha channel of the _Oxx maps. I've concluded that the alpha channel is like the specular intensity factor. If I make that alpha channel black (0x00000000) I get no specular reflections from sunlight. If I make it white (0xFFFFFFFF) I get amazing specular reflections.
Still playing with the alpha channel of the _Txx maps.
These shaders are responsible for the rendering of the _Oxx map:
\data\Shaders\UnifiedRender\URTex2PLightSMPS controls rendering from long distances (>= LowLODDistance)
\data\Shaders\UnifiedRender\URTex2PLightSMNMPS controls rendering from close distances (< LowLODDistance)
If you look at the alpha channel of the SH4 _Oxx maps you'll notice that they have NOTHING to do with the RGB channels. Recommend either deleting that alpha channel or setting it to some shade of white.
Adding/Removing alpha channel from the _Txx maps appears to have no effect on final rendering.
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I am pretty sure you could just remove the alpha channel of SH5 shadow maps. They really make no difference.
Edit: Yup, just tested it, removing the alpha channel altogether looks just like if you set the image to full opacity.