TG MultiPass2 |
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What It Does Most of the processing in this shader is shared with TG MultiPass, as is the general intent of the shader, and that information won’t be repeated here - for general info on the workings on the MultiPass shaders, please see the TG MultiPass pages.. There are some distinctions, however, which are listed here. First, the shader offers the option to render all the channels combined, rather like a conventional shader. This in itself isn’t terribly useful, but it allows the rest of the differences to happen. The second difference is that it requires the location of the camera in order to work properly. What the shader does is work just like TG MultiPass when it finds it has been called from the camera location. When called from any other location in the scene, however, it renders all the material channels. The purpose of this is to allow TG MultiPass2 objects, during a reflection or transmission pass, to get the full surface of other TG MultiPass2 objects to show in the reflection or transmission pass (whereas with the ordinary TG MultiPass, if it reflects another TG MultiPass object, then that second object will only show its reflection, for instance). |
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TG MultiPass2 Intro |
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