Color combiner
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The color combiner basically performs this equation: color = (A - B) × C + D
A, B, C and D can come from many different sources.
Value | A | B | C | D | A alpha | B alpha | C alpha | D alpha |
---|---|---|---|---|---|---|---|---|
0 | Y | Y | Y | Y | Y | Y | Y | Y |
1 | Y | Y | Y | Y | ||||
Texture 0 | Y | Y | Y | Y | ||||
Texture 1 | Y | Y | Y | Y | ||||
Primitive color | Y | Y | Y | Y | ||||
Shade color | Y | Y | Y | Y | ||||
Environment color | Y | Y | Y | Y | ||||
Combined color | Y | Y | Y | Y | ||||
Texture 0 alpha | Y | Y | Y | Y | Y | |||
Texture 1 alpha | Y | Y | Y | Y | Y | |||
Primitive color alpha | Y | Y | Y | Y | Y | |||
Shade color alpha | Y | Y | Y | Y | Y | |||
Environment color alpha | Y | Y | Y | Y | Y | |||
Combined color alpha | Y | Y | Y | Y | ||||
Noise | Y | |||||||
Chroma key center | Y | |||||||
Chroma key scale | Y | |||||||
YUV convert K4 | Y | |||||||
YUV convert K5 | Y | |||||||
LOD fraction | Y | Y | ||||||
Primitive LOD fraction | Y | Y |
Presets (Fast64)
Preset | A | B | C | D | A alpha | B alpha | C alpha | D alpha |
---|---|---|---|---|---|---|---|---|
Unlit Texture | 0 | 0 | 0 | Texture 0 | 0 | 0 | 0 | Environment color alpha |
Unlit Texture Cutout | 0 | 0 | 0 | Texture 0 | Texture 0 alpha | 0 | Environment color alpha | 0 |
Shaded Solid | 0 | 0 | 0 | Shade color | 0 | 0 | 0 | Environment color alpha |
Decal On Shaded Solid | Texture 0 | Shade color | Texture 0 alpha | Shade color | 0 | 0 | 0 | Environment color alpha |
Shaded Texture | Texture 0 | 0 | Shade color | 0 | 0 | 0 | 0 | Environment color |
Shaded Texture Cutout | Texture 0 | 0 | Shade color | 0 | Texture 0 alpha | 0 | Environment color alpha | 0 |
Shaded Texture Cutout Transparent (Prim Alpha) | Texture 0 | 0 | Shade color | 0 | Texture 0 alpha | 0 | Primitive color alpha | 0 |
Vertex Colored Texture | Texture 0 | 0 | Shade color | 0 | Environment color alpha | 0 | Shade color alpha | 0 |
Environment Mapped | 0 | 0 | 0 | Texture 0 | 0 | 0 | 0 | Environment color alpha |
Fog Shaded Texture | ||||||||
Fog Shaded Texture Cutout | ||||||||
Fog Shaded Texture Cutout Transparent (Prim Alpha) | ||||||||
Vertex Colored Texture Transparent | Texture 0 | 0 | Shade color | 0 | Texture 0 alpha | 0 | Shade color alpha | 0 |
Shaded Noise | Noise | 0 | Shade color | 0 | 0 | 0 | 0 | Environment color alpha |
Vertex Colored Texture (No Vertex Alpha) | Texture 0 | 0 | Shade color | 0 | 0 | 0 | 0 | Texture 0 alpha |
See also
- Color Combiner in the RDP Programming manual on ultra64.ca