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oh right, by setting custom depth buffer and enable render on mesh. I was looking at another way since I already use depth buffer ^^

Could exclude be a thing ? Like everything moshed except tagged actors ?

This is something I am wondering about as well. Having a thing to be able to exclude specific actors would be awesome.

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Well I'll see what I can do with gameplay tags since that's a good idea. But first, I need to finish functionality related to custom depth and stencil.

I think the new update is more than halfway done, so it will include expanded functionality for excluding objects.

I've found a proper way to read Stencil values of objects for operations within the shader, but I still need to find a more optimal way to pass this values and work with this array inside the shader code (which is always tricky with arrays in HLSL).