Latest update: 4.0 - 08.10.2014
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With Stan's and Prodigy's help and scripts, I've created an ultra shader for different passes I usually need to composite my images better, all rendered in realtime with the DirectX viewport of trueSpace.
Once I have the go ahead from Stan and Prodigy, I'd like to share these, along with my Normal Light setup and my AO light setup to go with the respective shader.
The shader and pass script will only work with Object Instances - which is in the Material Editor -> Advanced options.
Here is a preview of the upcoming passes, which will come in very handy with compositing special effects, controling specular highlights, or adding AO without any render times.
Depth

Specular

Normals

AO

Beauty

Stan was kind enough to help me out with a script that would help me select all nodes I need to swith over the shaders - and Prodigy has had a Power DX Shader which I based the current D3D Ultra Shader off.
Features
-Image or solid colour based textures and full UV control
-Ambience and Diffuse control
-Specular and Diffuse maps with full UV control
-Dual displacement maps: one with full UV control, positive and negative mutiplicity; and the other with positive and negative mutiplicity and tiling
-Irradiance
-Fresnel based environment reflections, including transmission and full UV control
-Texture transparency with Alpha Test controls toggled with Bacteria Alpha transparency: plain and with texture (NEW! to Prodigy's Power DX Shader)
-Pass ready: Beauty, Lambert (AO Light Rig ready), Normal (Normal Light Rig ready), Specular, Depth (with 100, 200, 400 and 800 depth distances)
To do:
-Create a Matte/Mask pass and shader settings.
-Create Ambient pass - to help with the AO composite? Ambient * AO + Diffuse(Beauty)
-Test Passes and shaders on objects with multiple instances of the shader on the same object (or on a fix to do that)
-Clean up shader (to make it lighter and quicker to load, rename unintelligible items)
The downside with this is keeping an eye out on the material name ("D3D material") and have it as an Object Instance. Another downside is you can't render each pass automatically, one has to D3D render it one by one - but small price to pay at the speed each pass can be rendered.
I am looking forward to releasing these sets of scripts, shaders and light rigs soon.

















