224 lines
5.7 KiB
Markdown
224 lines
5.7 KiB
Markdown
---
|
|
title: Material Creations
|
|
tags:
|
|
- expert
|
|
category:
|
|
- General
|
|
---
|
|
|
|
:::warning
|
|
Materials are not for the faint of heart. Be prepared for potential crashes, content log errors, and long loading times.
|
|
:::
|
|
|
|
On this page you can find material creations by community.
|
|
|
|
## Custom material that glows and works with semi transparency.
|
|
|
|
Note: this also works by disabling culling so you don't run into those weird culling issues where you can't see entities and things behind the texture the material is applied to.
|
|
|
|
Note: Texture needs to have semi transparency in it to add the glow effect.
|
|
|
|
"customblend" is what you would call in your entity as a material.
|
|
|
|
<Spoiler title="Show">
|
|
|
|
<CodeHeader></CodeHeader>
|
|
|
|
```json
|
|
{
|
|
"customblend:entity_alphablend": {
|
|
"+defines": [
|
|
"USE_EMISSIVE"
|
|
],
|
|
"+states": [
|
|
"Blending",
|
|
"DisableCulling",
|
|
"DisableDepthWrite",
|
|
"DisableAlphaWrite"
|
|
]
|
|
}
|
|
}
|
|
```
|
|
|
|
</Spoiler>
|
|
|
|
Credit: StealthyX.
|
|
|
|
## Alpha Channel Textures with Render Dragon
|
|
|
|
Material that allows for alpha channel textures with render dragon:
|
|
|
|
<Spoiler title="Show">
|
|
|
|
<CodeHeader></CodeHeader>
|
|
|
|
```json
|
|
{
|
|
"ambient_alpha:entity": {
|
|
"+states": [
|
|
"Blending",
|
|
"DisableCulling"
|
|
],
|
|
"vertexShader": "shaders/color_uv.vertex",
|
|
"vrGeometryShader": "shaders/color_uv.geometry",
|
|
"fragmentShader": "shaders/color_texture.fragment",
|
|
"blendSrc": "SourceAlpha",
|
|
"blendDst": "OneMinusSrcAlpha",
|
|
"vertexFields": [
|
|
{
|
|
"field": "Position"
|
|
},
|
|
{
|
|
"field": "Color"
|
|
},
|
|
{
|
|
"field": "Normal"
|
|
},
|
|
{
|
|
"field": "UV0"
|
|
}
|
|
],
|
|
"variants": [
|
|
{
|
|
"skinning": {
|
|
"+defines": [
|
|
"USE_SKINNING"
|
|
],
|
|
"vertexFields": [
|
|
{
|
|
"field": "Position"
|
|
},
|
|
{
|
|
"field": "BoneId0"
|
|
},
|
|
{
|
|
"field": "Color"
|
|
},
|
|
{
|
|
"field": "Normal"
|
|
},
|
|
{
|
|
"field": "UV0"
|
|
}
|
|
]
|
|
}
|
|
}
|
|
]
|
|
}
|
|
}
|
|
```
|
|
|
|
</Spoiler>
|
|
|
|
After some more testing was found out that this only works in 3rd person, but still useful since vanilla blending materials still were broken regardless of perspective.
|
|
|
|
Credit: Ambient.
|
|
|
|
## overlay_color in render controllers
|
|
|
|
Material that doesn't permit overlay_color to be used in render controllers:
|
|
|
|
<Spoiler title="Show">
|
|
|
|
<CodeHeader></CodeHeader>
|
|
|
|
```json
|
|
{
|
|
"materials": {
|
|
"version": "1.0.0",
|
|
"ambient_no_overlay": {
|
|
"defines": [
|
|
"ALPHA_TEST"
|
|
],
|
|
"vertexShader": "shaders/entity.vertex",
|
|
"vrGeometryShader": "shaders/entity.geometry",
|
|
"fragmentShader": "shaders/entity.fragment",
|
|
"vertexFields": [
|
|
{
|
|
"field": "Position"
|
|
},
|
|
{
|
|
"field": "Normal"
|
|
},
|
|
{
|
|
"field": "UV0"
|
|
}
|
|
],
|
|
"variants": [
|
|
{
|
|
"skinning": {
|
|
"+defines": [
|
|
"USE_SKINNING"
|
|
],
|
|
"vertexFields": [
|
|
{
|
|
"field": "Position"
|
|
},
|
|
{
|
|
"field": "BoneId0"
|
|
},
|
|
{
|
|
"field": "Normal"
|
|
},
|
|
{
|
|
"field": "UV0"
|
|
}
|
|
]
|
|
}
|
|
},
|
|
{
|
|
"skinning_color": {
|
|
"+defines": [
|
|
"USE_SKINNING"
|
|
],
|
|
"+states": [
|
|
"Blending"
|
|
],
|
|
"vertexFields": [
|
|
{
|
|
"field": "Position"
|
|
},
|
|
{
|
|
"field": "BoneId0"
|
|
},
|
|
{
|
|
"field": "Color"
|
|
},
|
|
{
|
|
"field": "Normal"
|
|
},
|
|
{
|
|
"field": "UV0"
|
|
}
|
|
]
|
|
}
|
|
}
|
|
],
|
|
"msaaSupport": "Both",
|
|
"+samplerStates": [
|
|
{
|
|
"samplerIndex": 0,
|
|
"textureFilter": "Point"
|
|
},
|
|
{
|
|
"samplerIndex": 1,
|
|
"textureWrap": "Repeat"
|
|
}
|
|
]
|
|
}
|
|
}
|
|
}
|
|
```
|
|
|
|
</Spoiler>
|
|
|
|
May be useful for applying to a specific bone and not the entire geometry.
|
|
|
|
Credit: Ambient.
|
|
|
|
## entity_alphablend_nocolorentity_static Material
|
|
|
|
Using the `entity_alphablend_nocolorentity_static` material will reliably crash Minecraft.
|
|
|
|
Credit: Gecko.
|