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Found 3 results

  1. Yo @Deltakosh How do I tell a Standard Material to use alpha from the diffuse texture... ??? When using PBR there is a property called 'useAlphaFromAlbedoTexture' What is the equivalent for Standard Materials or how do you support 'Transpency' for legacy diffuse workflow ???
  2. My understanding is that every instance of a material requires a separate draw call. In a scene with many similar meshes, it would be nice to have them share one material but have basic differentiation by color or transparency. Is this possible without creating many materials or looping over lots of vertex data? In other words, does the standard material shader allow for color as an attribute that can be set per mesh?
  3. We are currently exploring the possibilities of using the babylon water shader (found here: ) in one of our projects. However were running into weird issues with the lighting and/or specular properties of the babylon standard shader in our scenes when we activate it. Was kind of frustrating because we spent all day thinking we messed up the rest of our scene, and then we found out it was something in the water shader script itself. To demonstrate the issue, we created a super pared down version of the babylon scene to test with. We created a brand new babylon scene that has a ground plane with a BJS standard shader assigned to it. Then we also created a directional light, not casting any shadows. Also, in our index.html file, we are loading the following scripts: <!-- build:js js/vendor.js --> <script type="text/javascript" src="scripts/jquery-2.2.3.min.js"></script> <script type="text/javascript" src="scripts/mobilecheck.js"></script> <script type="text/javascript" src="scripts/state-machine.min.js"></script> <script type="text/javascript" src="scripts/babylon.max.js"></script> <script type="text/javascript" src="scripts/math.min.js"></script> <script type="text/javascript" src="scripts/hand.js"></script> <script type="text/javascript" src="scripts/HelperFunctions.js"></script> <script type="text/javascript" src="scripts/Player.js"></script> <script type="text/javascript" src="scripts/main.js"></script> <!-- endbuild --> The result looks like this: Which is what I would expect. However, when I add this line to the HTML to enable the water shader: <script type="text/javascript" src="scripts/babylon.waterMaterial.js"></script> Then I get this result: You can see the material and/or light is now blown out. (And i haven't even called anything in the new JS script yet). So my thinking is maybe there is something in waterMaterial.js that is changing how the light and/or standard shader behaves? Any BJS folk that can shed some light on this? thanks!