Astrologic
Member
Hey, so I'm using the "phy_particle_flag_colourmixing" flag, and it works well except for one detail.
Blue liquids + yellow liquids become gray liquids, rather than green.
I know why it happens. I have a theory that if I could cancel out the R and B values based on the G value (maybe add a bit to it) I could correct the issue.
The problem is, I have no idea how to get into the code behind the flag.
I've been told shaders could probably remedy the issue, though I'd have no idea how, or if that'd cause other color-mixing mishaps.
I could maybe do the blending through collision code, but,
I was wondering if anyone here knows how to modify the values of the flag instead. Or if anyone knows a good equation to convert RGB blending into standard primary color mixing. I know subtractive blending creates black from blue and yellow, so that's a no go.
Any help is highly appreciated. Thank you.
Blue liquids + yellow liquids become gray liquids, rather than green.
I know why it happens. I have a theory that if I could cancel out the R and B values based on the G value (maybe add a bit to it) I could correct the issue.
The problem is, I have no idea how to get into the code behind the flag.
I've been told shaders could probably remedy the issue, though I'd have no idea how, or if that'd cause other color-mixing mishaps.
I could maybe do the blending through collision code, but,
I was wondering if anyone here knows how to modify the values of the flag instead. Or if anyone knows a good equation to convert RGB blending into standard primary color mixing. I know subtractive blending creates black from blue and yellow, so that's a no go.
Any help is highly appreciated. Thank you.