Could anyone explain how to add multiple custom passes to a custom material?
I have created a custom material which extends MaterialBase and a custom pass which extends MaterialPassBase. I have used addPass(new CustomPass()) to tie the shader pass to the material. This all works fine.
I would like to write shader passes with individual characteristics, i.e. one will deform the positions of a geometries vertices in the vertex shader - let’s call it FFDPass, and another one works exclusively on the fragment shader, there will be multiple of these, i.e. WireFramePass or GlowPass.
I could add both shader functionalities into a single pass but would like to be able to separate them so I can create new materials which layer them, i.e.
public function SingleLightColorMaterial(color:uint) {
super();
addPass(new FFDPass());
addPass(new SingleLightColorPass(color));
}
or
public function WireFrameMaterial(color:uint) {
super();
addPass(new FFDPass());
addPass(new WireFramePass(color));
}
I have tried just creating 2 separate passes and adding them but it seems the 2nd pass overwrites the first. Is there any documentation or could someone give a quick explanation of how to run passes consecutively?
Thanks