Thank you for reply.
This shader names I fond in LOG2 asset and in my test win crystal ( only this one work on my object ).
Maybe "additive" or "edge_extrude" has chance for working, but I dont correctly use this.
Maybe some setParam for seting shaders will be usefull to known.
If somebody have some info pls post it.
there are summary of my knowledge (read form assets):
shader = "crystal",
shadeTex = "assets/textures/env/red_gem_shadetex.tga", -- some small image not use alpfa layer
shadeTexAngle = 0,
crystalIntensity = 3, --0-black, 1-dark, +++
onUpdate = function(self, time)
self:setParam("shadeTexAngle", time*0.2) -- only this one param work with crystal
end,
shader = "edge_extrude", -- maybe have some setting for working
shader = "additive", -- work, but only glowing in dark
shader = "wall_fire", -- change texture offset , but some setting is needed
onUpdate = function(self, time)
self:setParam("time", time)
end,
water,sky,stairs,portal is describet in
viewtopic.php?f=22&t=13948
Usable setParam:
"shadeTexAngle" -- use in crystal for rotation texture
"time" -- use in wallFire and Portal
"texOffset" and "foamOffset" -- use in water .. ( not work in crystal )