basic texture, which defines basic coloring (these are mostly neutral greyish colors)
let’s call it “color” texture, which is supposed to be used for color blending on top of basic texture, similar to panda’s MBlend parameter, but my texture is not grayscale; in fact, each of RGB channels in my texture defines one color and one blending.
Theoretically, I could separate each channel into a separate texture, modify it to grayscale and do blend with it, but this way I have burned through 4 texturestages (1=basic tex, 2,3,4=blending textures)
Is there any clever way to do this, or should I look into writing shaders?
Hm, figured as much, thanks for the response.
Time to put my shader hat on and start carving away
One other thing, if I use my custom shader will I be able to use Panda’s auto shader for normal and gloss maps, or do I need to have them in custom shader as well?
But you can dump the generated shaders, so you don’t need to write everything from scratch. It doesn’t give you the most readable code in the world, but I thought I’ll point it out anyway.
It blends the model color with the texture, which is good, but is there a way I can change the actual texture colors.? Similar to what photoshop or another paint program would do with its “hue” controls.
The code above is similar to what setcolor does.
Do I need to somehow just control the blending with the 4 params?