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Question by zee_ola05 · Jan 02, 2015 at 02:38 AM · 2dshaderlightingmasking

2d lighting effect

I have a black texture (with 0.7f opacity) that I use as an overlay for darkness effect. I also have a small black circle sprite that I want to use as a mask to erase the darkness of the overlay. How do I achieve this? If this requires a custom shader, would you mind posting some snippets?

Below is sample image to illustrate what I want to achieve.

alt text

image 4.png (10.4 kB)
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avatar image zee_ola05 · Jan 02, 2015 at 06:09 PM 0
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Answer by tanoshimi · Jan 02, 2015 at 06:12 PM

Lots of potential ways to achieve this. Try a Stencil Mask.

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avatar image zee_ola05 · Jan 02, 2015 at 06:15 PM 0
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Thank you! This looks like just what I need. I'll try this out.

avatar image zee_ola05 · Jan 02, 2015 at 06:19 PM 0
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I noticed one problem with using this solution. I can only write 0 and 1 to the stencil buffer (float is not allowed right?). I do need to account the alpha of my mask, so this might not work. Any other suggestions?

avatar image zee_ola05 · Jan 02, 2015 at 09:49 PM 0
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I might have read wrong. I think the stencil buffer allows you to write on up to 8-bits per pixel. That should be enough to account alpha.

avatar image tanoshimi · Jan 03, 2015 at 09:48 AM 0
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You can write anything from 0 - 255, so you should be able to maintain the same level of alpha fidelity as from a standard 32bit RGBA image.

avatar image zee_ola05 · Jan 03, 2015 at 10:04 AM 0
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Thank you. I haven't had time to test it yet. And I'm also a noob on writing shaders, so it might take a while to get this to work. But I understand the general idea. Thanks, accepting as answer!

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