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PostPosted: 18.02.2009, 11:47 
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Joined: 10.04.2008, 09:13
Posts: 86
Is is possible to disable/skip a rendering stage for a material (new shader model)?
For example I have a skydome for which I can use the model.shader, but I don't need
lighting and shadowmap passes for this model.


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PostPosted: 18.02.2009, 13:10 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
jimbo wrote:
Is is possible to disable/skip a rendering stage for a material (new shader model)?
For example I have a skydome for which I can use the model.shader, but I don't need
lighting and shadowmap passes for this model.
Just don't include the stages that you don't need, and they won't be rendered. This is how you partition materials into the various stages.

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Tristam MacDonald - [swiftcoding]


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PostPosted: 18.02.2009, 13:24 
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Joined: 10.04.2008, 09:13
Posts: 86
Yes, but do I need to make a new shader file for that, or can I use the new ubershader system for that?


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PostPosted: 18.02.2009, 13:54 
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Joined: 08.11.2006, 03:10
Posts: 384
Location: Australia
Yes you should probably make a new shader resource.

However, in an ubershader system, most of the work is done in the shader-code resources. So when you make a copy of a shader, both the new and the original shader import the same shader-code resources.


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