Yeay, thanks ...I now have the same amount of badges as you
I think, I need to create a terrain shader at some time anyway, so maybe I do it now, send it to you and the beta group and also add it to the pack's next version release.
If you want to make your own custom shader compatible with the water shader you need to load the shader with
SP_LoadCustomShader(VertexFile$,PixelFile$).
This command reads the encrypted file and inserts the code for the clipping plane needed for the refraction and reflection render of the water.
You can also make it compatible with the water shader by only using
SP_Clipping_AddToShader(VertexString$,PixelString$) if you don't want your custom shader to be encrypted because of some, unknown to me, reason
![](/images/smilies/happy.gif)
You can modify my shaders as you like as long as you encrypt them in the final release of your project.
[Edit]
Quick Fix:I just realized I messed up the specular shader by thoughtlessly copying some code from my Galss shader into the Specular shader.
So I fixed a problem where the specular shader only samples the front environment map.
This fix will be in the next version, If you want the fix right now then just copy this
Specular.pc file into your projects shader folder.
Optionally: if you want to use roughness in the Green channel of your specular map you need to change line 45-46 in SP_Environment.agc to use mipmapping:
TempEnvironment.FrontImageID=CreateRenderImage(Width#,Height#,0,1)
TempEnvironment.BackImageID=CreateRenderImage(Width#,Height#,0,1)
Now maybe I should call it PBR like the others do
[Edit]