This is pretty cool i never knew about this untill i saw it in a thread, so i figured i’ll tell everyone, cuz it’s so useful some things to note:
- This is not really realtime. It works great in GE, but because this doesn’t use coding. Still great effect though
- This will work with alpha channels, but you’ll probably notice some distortion, unless your texture is seamless.
- I recommend not using Env Map unless your object is static, or if it only rotates ( i think that should still work). I just prefer avoiding them, much simpler this wayAlright, let’s get started. First in your default scene, delete the cube, and add a sphere. then, just because it helps see how the texture will distort, kind of sculpt it around into a more irregular sphere.
Now to the exciting part. Unwrap your mesh, and Draw something. For a glass looking shader, i draw two ‘|0|’ , minus the quotes. In other words, a circle between two lines. Then, erase only a little bit of alpha, and make the mesh affected by alpha and two sided.
Lastly, in the unwrap screen, image>>Realtime Texture Mapping>>Reflection. Now give it a whirl. 1 object, with physics, ran at 60 fps. not bad
TAKING THIS FURTHER
To make a neat cellshaded effect, color 2 thirds of your image white, and one third gray (or, you know, red and dark red).
Here’s the file. http://www.mediafire.com/?2lsxismtf43