Walls have an additional background sprite below the destructible sprite, separate parameters for rgb and alpha lerping in the damage shader

This commit is contained in:
Regalis
2016-09-19 21:51:37 +03:00
parent b24359464b
commit f8368f464a
11 changed files with 348 additions and 215 deletions
+2 -7
View File
@@ -53,14 +53,11 @@ namespace Barotrauma
damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
damageEffect = content.Load<Effect>("damageshader");
// damageEffect.Parameters["cutoff"].SetValue(0.5f);
damageEffect.Parameters["xStencil"].SetValue(damageStencil);
damageEffect.Parameters["aMultiplier"].SetValue(50.0f);
damageEffect.Parameters["cMultiplier"].SetValue(200.0f);
lightBlur = new BlurEffect(blurEffect, 0.001f, 0.001f);
}
public override void Select()
@@ -344,8 +341,6 @@ namespace Barotrauma
null, null,
damageEffect,
cam.Transform);
damageEffect.Parameters["cutoff"].SetValue(-0.2f);
damageEffect.Parameters["multiplier"].SetValue(5.0f);
Submarine.DrawDamageable(spriteBatch, damageEffect);