To get natural moon image during day circle, I want to blend moon's pixels with sky pixels, based on relative moon-to-sky position. Cause this operation should be real-time shaders can handle it.
I've searched around, found some pretty good help threads. For anybody would like to read them, catch kind of aggregation:
Shader-related problem
http://www.esenthel.com/community/showth...p?tid=8093
or
Shader image problem
http://www.esenthel.com/community/showth...p?tid=7801
or
CustomShader Path in 2.0
http://www.esenthel.com/community/showth...p?tid=6056
or
Custom shader in editor
http://www.esenthel.com/community/showth...p?tid=5265
and really good step-by-step guide (which should definitely be in some sort of Wiki):
Custom Shader Learning Project
http://www.esenthel.com/community/showth...p?tid=8143
But each thread, suggest user apply custom shader on material via
someMaterialInstance.user_shader = CUSTOM_SHADER_EMUNARATION_VALUE;.
My question - is it possible, to apply shader to Image/ImagePtr instance?
Sure, not Image nor ImagePtr have any "setShader"-like methods, and I see only one option - make Material instance, apply shader, get ImagePtr from shadered material, pass this pointer to Astro->image. Is it possible? Is there a better way?
And a little bit more questions:
- Is it true, that only source code licensee have ability to write their own shaders?
- Is it wise, to use any sort (GLSL, HLSL, Esenthel Shader Language) precompiled shaders in release application? I've read that precompiled shaders don't offer any compatibility between different graphic cards
- Just curious, is there any necessity to write own shader language/shader language wrapper, rather than use GLSL, HLSL or Cg? Only due to generalisation?