Timeline for How to create a White Hot thermal camera?
Current License: CC BY-SA 3.0
12 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 29, 2017 at 23:24 | comment | added | Ilmari Karonen | See also gamedev.stackexchange.com/questions/66332/… | |
| Sep 29, 2017 at 21:05 | answer | added | Michael Curtiss | timeline score: 1 | |
| Nov 16, 2015 at 12:57 | history | tweeted | twitter.com/StackGameDev/status/666238651299463169 | ||
| Oct 20, 2015 at 19:01 | comment | added | DMGregory♦ | Comments aren't intended for extended discussion, so this is as much as I'll say since I don't have a complete answer for you. You could investigate switching off shadowcasting on your lights though. ;) | |
| Oct 20, 2015 at 18:57 | comment | added | Corey Ogburn | Looks like I'd have to do that on a per Material basis. Is there a global way to set that tag? | |
| Oct 20, 2015 at 18:11 | comment | added | DMGregory♦ | I spoke too soon again. Deleted my old comment recommending the ForceNoShadowCasting tag. You can override subshader tags at runtime. | |
| Oct 20, 2015 at 18:06 | comment | added | Corey Ogburn | I haven't tried it yet. Can tags be changed at runtime? | |
| Oct 20, 2015 at 18:00 | comment | added | Corey Ogburn | I've gotten over the issue about where to store temperature and displaying the objects using it's proper colors or the colors inspired by the temp. Now I'm trying to figure out how to either 1) Conditionally remove shadows using a surface shader or 2) Conditionally add shadows using a vertex/fragment shader. | |
| Oct 20, 2015 at 16:58 | comment | added | DMGregory♦ | You may be able to do this with shader replacement without any extra objects in your scene. You can store the thermal amounts in the alpha channel of the main texture for each object, or in an extra texture unused by the visible spectrum material. The alternate shader then uses that channel/texture instead of the normal diffuse/albedo. | |
| Oct 20, 2015 at 15:02 | history | edited | Corey Ogburn | CC BY-SA 3.0 | added 2480 characters in body |
| Oct 19, 2015 at 20:15 | history | edited | Corey Ogburn | CC BY-SA 3.0 | added 1731 characters in body |
| Oct 19, 2015 at 16:53 | history | asked | Corey Ogburn | CC BY-SA 3.0 |