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what you may want to do is add a proxy to every material that you want gray
to make them gray

On 2/12/06, Skillet <[EMAIL PROTECTED]> wrote:
>
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> [ Picked text/plain from multipart/alternative ]
> I've got a working grayscale shader (based off the postprocess example
> from
> the SDK) in my mod which uses the texture overlay method from the SDK to
> adjust colors in the entire scene, but I would like to take it one step
> farther by having the shader skip certain things for a high contrast
> cinematic feel.  Namely, blood, muzzle flashes, and other effects.
>
> I worked out a hacky method to decide whether or not to grayscale a pixel
> based on the texture's mapped alpha channel.  It works great for map
> textures and other opaque textures which generally do not utilize alpha
> channels originally:
> http://img.photobucket.com/albums/v310/Skillet5151/cd772532.jpg
>
> Particle effects, decals, (the primary objects intended to be ignored) and
> others which already rely upon the alpha channel to be drawn correctly
> don't
> work with this method however.  Their alpha is not detected properly by
> the
> pixel shader and hence they are shaded like any other part of the scene.
> Therefore, I think I need a new method.
>
> I am by no means an experienced graphics programmer, though I'm sure
> others
> have attempted to create similar effects.
> Hopefully someone can point me in the right direction.
> --
>
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ts2do
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