NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix
[Runtime Feature]: Texture Tagging - Alpha as Emissive
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Description
What is the context of the feature/improvement?
This is a pretty low priority one, but it would enable remasterers who don't want to change the original art ( not me ;3 ) to more rapidly sort out an issue with how some shaders/games use alpha maps on the diffuse/albedo for things other than transparency.
In some games, the alpha map is used as both the emissive intensity and color. An additional texture tag to swap the alpha to being read as the emissive map would allow for remastering without full texture replacement.
Please describe the feature/improvement?
Adding another texture tag to the tagging setup.
"Alpha as Emissive"
What would be your solution? (optional)
This should allow users to simply check a box to swap the alpha functionality so that the shader is reading it as the emissive texture until overridden in the tool if that's what the remaster dev wants to do in the future.
While there are no controls for emissive intensity in the runtime, it could default to 1, then be overridden in the tool later if needed.
Version
6.5.6
Media
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue points to the runtime texture-tagging setup and shader handling for diffuse/albedo alpha, but names no files or tests. Trace how texture tags currently affect shader inputs, then verify that an “Alpha as Emissive” option routes alpha to emissive with intensity defaulting to 1.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100