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mirror of synced 2025-01-31 12:23:52 +01:00

Another adjustment so more games can detect transparency

This commit is contained in:
KillzXGaming 2019-05-30 21:59:22 -04:00
parent 7682a827cc
commit 94602f3671
5 changed files with 15 additions and 8 deletions

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@ -844,25 +844,32 @@ namespace FirstPlugin
private static void SetRenderPass(FMAT mat, SF.Shader shader, FSHP m, int id)
{
if (mat.ImageKey != "material")
{
mat.ImageKey = "material";
mat.SelectedImageKey = "material";
}
bool IsTranslucent = false;
bool IsTransparentMask = false;
for (int i = 0; i < mat.renderinfo.Count; i++)
{
if (mat.renderinfo[i].Name == "gsys_render_state_mode")
{
IsTranslucent = mat.renderinfo[i].ValueString.Contains("translucent");
IsTransparentMask = mat.renderinfo[i].ValueString.Contains("mask");
}
}
if (mat.shaderassign.ShaderArchive == "Turbo_UBER")
{
AglShaderTurbo aglShader = new AglShaderTurbo();
for (int i = 0; i < mat.renderinfo.Count; i++)
{
if (mat.renderinfo[i].Name == "gsys_render_state_mode")
{
IsTranslucent = mat.renderinfo[i].ValueString.Contains("translucent");
IsTransparentMask = mat.renderinfo[i].ValueString.Contains("mask");
}
aglShader.LoadRenderInfo(mat.renderinfo[i]);
}
// aglShader.LoadRenderPass(mat, shader);
}
else
{