#render some effect (a texture) at a specific location on the map

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high smelt
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I'd assume you want the blendFactor also based on the alpha of the sparkle texture (* pyroColor.a?)

Probably also scale the uv for sampling by a ratio of the screen resolution so it isn't stretched. Maybe IN.uv * float2(1, _ScreenParams.x/_ScreenParams.y); (or other way around)

But I'm also a bit confused why this is a fullscreen effect - could you not draw a quad at the specified location instead? (Would be less fragments/pixels to process when zoomed out)

manic agate
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Ah, thanks for the tips.
It's a fullscreen effect because of how Rimworld handles rendering on the map and checking positions of things. This would be the most performant way if I can make it work. My end goal with this is to use an array of locations on the map where I can then do some effect at any of those places when a Pawn gets close to that location. (Reactive plants and such essentially).