shader noob question here. i've been trying to figure this out but i can't find a specific example of this having been done before (or maybe i'm just not thinking creatively enough).
i'm trying to make a broken glass shader. i'd like the glass to be translucent, as in blendfunc filter, with an env map, but i also want to have an alpha channel where the hole in the glass is.
could someone help me modify this shader to include an alpha channel?
Code: Select all
textures/phdm5/glass_break1
{
qer_editorimage textures/phdm5/glass_break1.tga
qer_trans 0.9
surfaceparm nolightmap
surfaceparm nodlight
surfaceparm trans
{
map textures/phdm5/glass_break1.tga
blendfunc filter
}
{
map textures/phdm5/glass_env.tga
blendfunc add
rgbGen identity
tcGen environment
}
}
any help appreciated. thanks,
pat