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<channel>
	<title>KLAKOS &#187; The blog</title>
	<atom:link href="http://klakos.com/en/site/en-blog/en_home_blog/feed/" rel="self" type="application/rss+xml" />
	<link>http://klakos.com/en/</link>
	<description>Faites des jeux, pas la guerre.</description>
	<lastBuildDate>Thu, 30 Aug 2012 08:09:20 +0000</lastBuildDate>
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		<title>Scripting Python</title>
		<link>http://klakos.com/en/scripting-python/</link>
		<comments>http://klakos.com/en/scripting-python/#comments</comments>
		<pubDate>Wed, 18 Apr 2012 08:38:32 +0000</pubDate>
		<dc:creator>Aniel</dc:creator>
				<category><![CDATA[Scripting Python @en]]></category>

		<guid isPermaLink="false">http://klakos.com/?p=2993</guid>
		<description><![CDATA[Python is one of the most useful scripting languages in 3D. It presents interesting possibilities of object-oriented programming. It&#8217;s open source. There is a very lot of available sources and libraries. We programmed a hack&#8217;n slash (including a one-click inventory, point and click interface and contextual menus) with Python for Blender 2.49b. CG-free template (download, [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Python is one of  the most useful scripting languages in 3D. It presents interesting possibilities of object-oriented programming. It&#8217;s open source. There  is a very lot of available sources and libraries.</p>
<p><br/></p>
<p style="text-align: justify;">We programmed a  hack&#8217;n slash (including a one-click inventory, point and click interface and contextual menus) with Python for Blender 2.49b.</p>
<p><br/></p>
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<p style="text-align: center;"><img class="aligncenter size-full wp-image-3005" style="border: 1px solid black;" title="deluge1" src="http://klakos.com/wp-content/uploads/2012/04/deluge1.png" alt="" width="252" height="189" /></p>
</td>
<td>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-3006" style="border: 1px solid black;" title="deluge2" src="http://klakos.com/wp-content/uploads/2012/04/deluge2.png" alt="" width="252" height="189" /></p>
</td>
</tr>
</tbody>
</table>
<p><br/><br />
<br/></p>
<p style="text-align: center;"><a title="template" href="http://www.klakos.com/Studio/contenus_site/Template_HNS_0.2.rar">CG-free template (download, BSD licence)</a></p>
<p><br/><br />
<br/><br />
Classic project environment :</p>
<p style="padding-left: 30px;">o Intranet (Process and planning)</p>
<p style="padding-left: 30px;">o SVN Server</p>
<p style="padding-left: 30px;">o File Organisation (learned from YoFrankie!)</p>
<p style="padding-left: 60px;">– World Creation level</p>
<p><br/></p>
<p style="text-align: center;"><img class="aligncenter" style="border: 1px solid black;" src="http://klakos.com/wp-content/uploads/2012/04/image1_templatepython.jpg" alt="World creation level" width="530" height="281" /></p>
<p><br/></p>
<p style="padding-left: 60px;">– Region Creation level</p>
<p><br/></p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-2999" style="border: 1px solid black;" title="image2_templatepython" src="http://klakos.com/wp-content/uploads/2012/04/image2_templatepython.jpg" alt="" width="530" height="281" /></p>
<p><br/><br />
<br/></p>
<p style="text-align: justify;">We have been invited to present it at Blender Conference 2009 in Amsterdam.</p>
<p><br/></p>
<p style="text-align: justify;">Resume</p>
<p><br/></p>
<p style="text-align: justify;"><strong>Blender for Game prototyping  (Jean Christophe ROMAIN et Gauthier BOAGLIO) </strong></p>
<p><br/></p>
<p style="text-align: justify;">In order to produce its first prototype of a stand  alone game, Klakos&#8217;s team developed a production pipeline with  Blender. In addition to an intranet and a source version control  solution, it constitutes a complete tool efficient in a team work  context. Blender provides a very good potential on the video game  market with tools covering all the tasks needed in a video game  production : animation, AI, Python programing language, physics,  sounds etc…</p>
<p><br/></p>
<p style="text-align: justify;">We think that one of the biggest strength of Blender  is the integrated game engine which allows to visualize and modify  complex scenes in real-time. It makes Blender a unique tool in the  market. As for us Blender cannot be used in its current state for  complex published games because of the way to manage logic bricks,  the lack of a full binary exports tool, some Blender features are not  reachable from Python and the lighting engine performances.</p>
<p><br/></p>
<p style="text-align: justify;">Blender can find a real place in professional game  development studios with several adjustments. We think that plugins  allowing connection to commercial game engines could enlarge its use</p>
<p><br/><br />
<br/><br />
<br/></p>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>C# programming</title>
		<link>http://klakos.com/en/c-programming-2/</link>
		<comments>http://klakos.com/en/c-programming-2/#comments</comments>
		<pubDate>Tue, 17 Apr 2012 13:40:47 +0000</pubDate>
		<dc:creator>Aniel</dc:creator>
				<category><![CDATA[C# programming @en]]></category>

		<guid isPermaLink="false">http://klakos.com/?p=2987</guid>
		<description><![CDATA[Debates concerning THE ideal language for game programming are sometimes heated. Our opinion is : it depends on the project. Then why recommend C# programming? Because we save painful method to cases that really require it. In other cases, we like to make life easier and faster. C# relevant features for video game programming : [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Debates concerning THE ideal language for game programming are sometimes heated. Our opinion is : it depends on the project. Then why recommend C# programming?</p>
<p><br/></p>
<p style="text-align: justify;">Because we save painful method to cases that really require it. In other cases, we like to make life easier and faster.</p>
<p><br/><br />
<br/></p>
<p style="text-align: justify;"> C# relevant features for video game programming :<br />
<br/><br />
o Oriented objet language<br />
o Very large number of sources and open sources libraries availables<br />
o Framework class library is rich, well designed and well documented<br />
o No memory adressing issues (comparing to C++)<br />
o Managed code<br />
o Most of the time, memory issues are related to graphisms or IAs, not program execution time</p>
<p><br/><br />
<br/></p>
<p style="text-align: center;"><strong>Unity 3D C# programmed demo</strong></p>
<p style="text-align: center;">Simple game loop, simple AI behavior on Unity navmesh, simple GUI</p>
<p><br/></p>
<p style="text-align: justify;">Click to add mobs in clans or reset game loop.<br />
Bosses spawn randomly (hit harder, more life than mobs). When a clan takes over the other, mobs attacked the enemy flag (flag loss = spawners loss). Winners killed all the enemy mobs.</p>
<p><br/></p>
<table border="0" cellspacing="5" cellpadding="5" width="290" align="center">
<tbody>
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<td><object id="unityPlayer" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="450" height="300" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="scale" value="noscale" /><param name="wmode" value="direct" /><param name="bgcolor" value="#ffffff" /><param name="devicefont" value="false" /><param name="swliveconnect" value="false" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="allownetworking" value="all" /><param name="menu" value="true" /><param name="flashvars" value="unitydebug=false&amp;deeptrace=false" /><param name="play" value="false" /><param name="src" value="http://www.klakos.com/Studio/contenus_site/contenu_trie/awesomium/AI_Demo.swf" /><embed id="unityPlayer" type="application/x-shockwave-flash" width="450" height="300" src="http://www.klakos.com/Studio/contenus_site/contenu_trie/awesomium/AI_Demo.swf" play="false" flashvars="unitydebug=false&amp;deeptrace=false" menu="true" allownetworking="all" allowscriptaccess="always" allowfullscreen="true" swliveconnect="false" devicefont="false" bgcolor="#ffffff" wmode="direct" scale="noscale"></embed></object></td>
</tr>
</tbody>
</table>
<p><br/><br />
<br/></p>
<p style="text-align: center;"><strong>Unity add on</strong></p>
<p><br/><br />
<br/></p>
<p style="text-align: justify;"><strong>Vizio + PoolManager 2 Quick Bridge</strong></p>
<p>Description : <a href="http://forum.unity3d.com/threads/127709-Free-Source-code-included-Visio-PoolManager2-Quick-bridge ">http://forum.unity3d.com/threads/127709-Free-Source-code-included-Visio-PoolManager2-Quick-bridge</a><br />
Code (GPL licence) : <a href="http://www.klakos.com/Studio/contenus_site/contenu_trie/PM2_Visio1.26_Bridge.unitypackage ">http://www.klakos.com/Studio/contenus_site/contenu_trie/PM2_Visio1.26_Bridge.unitypackage</a><br />
<br/></p>
<p style="text-align: justify;"><strong>Vizio + N GUI Bridge (NGUI activators smartblocks)</strong></p>
<p>Code (GPL licence) : <a href="http://www.klakos.com/Studio/contenus_site/contenu_trie/Vizio_NGUI.rar">http://www.klakos.com/Studio/contenus_site/contenu_trie/Vizio_NGUI.rar</a><br />
<br/><br />
<br/><br />
<br/></p>
]]></content:encoded>
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		<title>Charlatan</title>
		<link>http://klakos.com/en/charlatan-2/</link>
		<comments>http://klakos.com/en/charlatan-2/#comments</comments>
		<pubDate>Mon, 16 Apr 2012 11:10:51 +0000</pubDate>
		<dc:creator>Aniel</dc:creator>
				<category><![CDATA[3D Characters @en]]></category>

		<guid isPermaLink="false">http://klakos.com/?p=2924</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-2932  aligncenter" title="Charlatan" src="http://klakos.com/wp-content/uploads/2012/04/Charlatan_montage_portrait-copie1.png" alt="" /></p>
]]></content:encoded>
			<wfw:commentRss>http://klakos.com/en/charlatan-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Ogre</title>
		<link>http://klakos.com/en/2910/</link>
		<comments>http://klakos.com/en/2910/#comments</comments>
		<pubDate>Fri, 02 Mar 2012 08:35:04 +0000</pubDate>
		<dc:creator>Aniel</dc:creator>
				<category><![CDATA[3D Characters @en]]></category>

		<guid isPermaLink="false">http://klakos.com/?p=2910</guid>
		<description><![CDATA[Unity 3D flash build for web browser. You can move the light with mouse over the active windows, and ogre follows it with eyes.]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft size-full wp-image-2914" title="Ogre_1 copie" src="http://klakos.com/wp-content/uploads/2012/03/Ogre_1-copie.png" alt="" width="600" height="899" /></p>
<table border="0" cellspacing="5" cellpadding="5" width="290" align="center">
<tbody>
<tr>
<td><object id="unityPlayer" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="450" height="300" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="scale" value="noscale" /><param name="wmode" value="direct" /><param name="bgcolor" value="#ffffff" /><param name="devicefont" value="false" /><param name="swliveconnect" value="false" /><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="allownetworking" value="all" /><param name="menu" value="true" /><param name="flashvars" value="unitydebug=false&amp;deeptrace=false" /><param name="play" value="false" /><param name="src" value="http://www.klakos.com/wp-content/uploads/2012/02/HeadLook.swf" /><embed id="unityPlayer" type="application/x-shockwave-flash" width="450" height="300" src="http://www.klakos.com/wp-content/uploads/2012/02/HeadLook.swf" play="false" flashvars="unitydebug=false&amp;deeptrace=false" menu="true" allownetworking="all" allowscriptaccess="always" allowfullscreen="true" swliveconnect="false" devicefont="false" bgcolor="#ffffff" wmode="direct" scale="noscale"></embed></object></td>
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<td style="text-align: justify;"></td>
</tr>
</tbody>
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<p>Unity 3D flash build for web browser. You can move the light with mouse over the active windows, and ogre follows it with eyes.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>2D assets</title>
		<link>http://klakos.com/en/2d-assets/</link>
		<comments>http://klakos.com/en/2d-assets/#comments</comments>
		<pubDate>Mon, 27 Feb 2012 14:33:14 +0000</pubDate>
		<dc:creator>Aniel</dc:creator>
				<category><![CDATA[2D assets]]></category>

		<guid isPermaLink="false">http://klakos.com/?p=2852</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<table border="0" cellspacing="5" cellpadding="5" width="455" align="center">
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<td><a href="http://klakos.com/wp-content/uploads/2012/02/chat_entier.png" rel="shadowbox[post-2852];player=img;" target="_blank"><img class="alignleft size-full wp-image-2841" title="Asset 1" src="http://klakos.com/wp-content/uploads/2012/02/cadre-site_assets2D-copie.png" alt="" width="200" height="200" /></a></td>
<td><a href="http://klakos.com/wp-content/uploads/2012/02/mobilohm.png" rel="shadowbox[post-2852];player=img;" target="_blank"><img class="alignleft size-full wp-image-2842" title="Asset 2" src="http://klakos.com/wp-content/uploads/2012/02/preview_mobilohm-copie.png" alt="" width="200" height="200" /></a></td>
</tr>
<tr>
<td><a href="http://klakos.com/wp-content/uploads/2012/02/ohmforcemassiva.png" rel="shadowbox[post-2852];player=img;" target="_blank"><img class="alignleft size-full wp-image-2843" title="Asset 3" src="http://klakos.com/wp-content/uploads/2012/02/preview_police-copie.png" alt="" width="200" height="200" /></a></td>
<td><a href="http://klakos.com/wp-content/uploads/2012/02/faux_CD.jpg" rel="shadowbox[post-2852];player=img;"><img class="alignleft size-full wp-image-2845" title="Asset 4" src="http://klakos.com/wp-content/uploads/2012/02/preview_chienroi-copie.png" alt="" width="200" height="200" /></a></td>
</tr>
</tbody>
</table>
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		<title>Illustration</title>
		<link>http://klakos.com/en/illustration-2/</link>
		<comments>http://klakos.com/en/illustration-2/#comments</comments>
		<pubDate>Mon, 27 Feb 2012 10:34:54 +0000</pubDate>
		<dc:creator>Aniel</dc:creator>
				<category><![CDATA[Illustration @en]]></category>

		<guid isPermaLink="false">http://klakos.com/?p=2837</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<table border="0" cellspacing="60" cellpadding="5" width="455" align="center">
<tbody>
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<td><a href="http://klakos.com/wp-content/uploads/2012/02/page01.jpg" rel="shadowbox[post-2837];player=img;"><img class="alignleft size-full wp-image-2824" title="Illustration_1" src="http://klakos.com/wp-content/uploads/2012/02/cadre-site_illustration-copie.png" alt="" width="200" height="200" /></a></td>
<td><a href="http://klakos.com/wp-content/uploads/2012/02/Ghotmohog.jpg" rel="shadowbox[post-2837];player=img;"><img class="alignleft size-full wp-image-2826" title="Illustration_2" src="http://klakos.com/wp-content/uploads/2012/02/preview_vachette-copie1.png" alt="" width="200" height="200" /></a></td>
</tr>
</tbody>
</table>
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			<wfw:commentRss>http://klakos.com/en/illustration-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Scenario works</title>
		<link>http://klakos.com/en/scenario-2/</link>
		<comments>http://klakos.com/en/scenario-2/#comments</comments>
		<pubDate>Thu, 23 Feb 2012 13:41:29 +0000</pubDate>
		<dc:creator>Aniel</dc:creator>
				<category><![CDATA[Scenario @en]]></category>

		<guid isPermaLink="false">http://klakos.com/?p=2806</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<table border="0" cellspacing="40" cellpadding="5" width="455" align="center">
<tbody>
<tr>
<td><a href="http://www.amazon.fr/s/ref=nb_sb_noss?__mk_fr_FR=%C5M%C5Z%D5%D1&amp;url=search-alias%3Dstripbooks&amp;field-keywords=stevostin&amp;x=0&amp;y=0" target="_blank"><img class="alignleft size-medium wp-image-2786" title="Stevostin on Amazon (french comic)" src="http://klakos.com/wp-content/uploads/2012/02/stevostin-T1-lien-207x300.png" alt="" width="207" height="300" /></a></td>
<td><a href="http://www.pauljorion.com/blog/?p=15382" target="_blank"><img class="alignleft size-medium wp-image-2788" title="La survie de l'espèce, french comic, soon in bookstores (Futuropolis)" src="http://klakos.com/wp-content/uploads/2012/02/survie-de-lespèce_preview-copie-207x300.png" alt="" width="207" height="300" /></a></td>
</tr>
</tbody>
</table>
<table border="0" cellspacing="0" cellpadding="0" width="455" align="center">
<tbody>
<tr>
<td><a href="http://www.amazon.fr/Ruppert-Car-Ton-Bien-Est/dp/2351002172/ref=sr_1_3?ie=UTF8&amp;qid=1329926190&amp;sr=8-3"></p>
<p style="text-align: center;"><img class="alignleft size-medium wp-image-2792" title="Ruppert on Amazon (french comic)" src="http://klakos.com/wp-content/uploads/2012/02/preview_ruppert-207x300.png" alt="" width="207" height="300" /></p>
<p></a></td>
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</tbody>
</table>
<p><br/><br />
<br/></p>
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			<wfw:commentRss>http://klakos.com/en/scenario-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Character design</title>
		<link>http://klakos.com/en/character-design/</link>
		<comments>http://klakos.com/en/character-design/#comments</comments>
		<pubDate>Wed, 22 Feb 2012 15:03:25 +0000</pubDate>
		<dc:creator>Aniel</dc:creator>
				<category><![CDATA[Character design]]></category>

		<guid isPermaLink="false">http://klakos.com/?p=2771</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<table border="0" cellspacing="25" cellpadding="15" width="450" align="center">
<tbody>
<tr>
<td style="text-align: center;"><a href="http://klakos.com/wp-content/uploads/2012/02/etude_mercenaire.jpg" rel="shadowbox[post-2771];player=img;"><img class="aligncenter size-full wp-image-2752" title="Character 1" src="http://klakos.com/wp-content/uploads/2012/02/cadre-site_characterdesign_3-copie2.png" alt="" width="200" height="200" /></a></td>
<td><a href="http://klakos.com/wp-content/uploads/2012/02/etude_pistoleroina.jpg" rel="shadowbox[post-2771];player=img;"><img class="aligncenter size-full wp-image-2753" title="Character 2" src="http://klakos.com/wp-content/uploads/2012/02/pistoleroina_preview-copie.png" alt="" width="200" height="200" /></a></td>
</tr>
<tr>
<td><a href="http://klakos.com/wp-content/uploads/2012/02/destroyerman_mini.jpg" rel="shadowbox[post-2771];player=img;"><img class="aligncenter size-full wp-image-2754" title="Character 3" src="http://klakos.com/wp-content/uploads/2012/02/preview_destroyer-copie.png" alt="" width="200" height="200" /></a></td>
<td><a href="http://klakos.com/wp-content/uploads/2012/02/TheDoctor_etude.png" rel="shadowbox[post-2771];player=img;"><img class="aligncenter size-full wp-image-2755" title="Character 4" src="http://klakos.com/wp-content/uploads/2012/02/preview_charlatan-copie.png" alt="" width="200" height="200" /></a></td>
</tr>
</tbody>
</table>
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			<wfw:commentRss>http://klakos.com/en/character-design/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Double sided Shaders</title>
		<link>http://klakos.com/en/shader-for-double-sided-waving-flag/</link>
		<comments>http://klakos.com/en/shader-for-double-sided-waving-flag/#comments</comments>
		<pubDate>Tue, 14 Feb 2012 10:45:30 +0000</pubDate>
		<dc:creator>Aniel</dc:creator>
				<category><![CDATA[Shader @en]]></category>

		<guid isPermaLink="false">http://klakos.com/?p=2691</guid>
		<description><![CDATA[Double sided Shader (transparent shadow caster) (consider transparency for shadow casting) 6000+ view sur unify community (MàJ janv. 2012) Full case study with tutorial and code (LGPL) Double sided Shader (transparent shadow receiver) (consider transparency for shadow casting with spot/point lights and directional lights) 2500 + view sur unify community (MàJ janv. 2012) Full case [...]]]></description>
			<content:encoded><![CDATA[<h1 style="text-align: center;">Double sided Shader (transparent shadow caster)</h1>
<p style="text-align: center;">(consider transparency for shadow casting)</p>
<table border="0" cellspacing="5" cellpadding="5" width="450" align="center">
<tbody>
<tr style="text-align: center;">
<td>
<h4><a href="http://www.unifycommunity.com/wiki/index.php?title=TransparentShadowCaster">6000+ view sur unify community (MàJ janv. 2012)</a></h4>
</td>
<td>
<h4><a href="http://klakos.com/en/advanced-waving-flag-shader-for-unity-double-sided-alpha-shadow-support-3/" target="_blank">Full case study with tutorial and code (LGPL)</a></h4>
</td>
</tr>
<tr>
<td><a title="unify community" href="http://www.unifycommunity.com/wiki/index.php?title=TransparentShadowCaster" target="_blank"><img class="aligncenter size-full wp-image-2726" title="Shader on unify community" src="http://klakos.com/wp-content/uploads/2012/02/unifycommunity-copie.png" alt="" width="200" height="200" /></a></td>
<td><a href="http://klakos.com/en/advanced-waving-flag-shader-for-unity-double-sided-alpha-shadow-support-3/" target="_blank"><img class="aligncenter size-full wp-image-2727" title="Full study on klakos.com" src="http://klakos.com/wp-content/uploads/2012/02/lien-blog-shader1-copie.png" alt="" width="200" height="200" /></a></td>
</tr>
</tbody>
</table>
<h1 style="text-align: center;">Double sided Shader (transparent shadow receiver)</h1>
<p style="text-align: center;">(consider transparency for shadow casting with spot/point lights and directional lights)</p>
<table border="0" cellspacing="5" cellpadding="5" width="450" align="center">
<tbody>
<tr style="text-align: center;">
<td>
<h4><a href="http://www.unifycommunity.com/wiki/index.php?title=TransparentShadowReceiver" target="_blank">2500 + view sur unify community (MàJ janv. 2012)</a></h4>
</td>
<td>
<h4><a href="http://klakos.com/en/fully-shadowed-transparent-shader-for-unity-shadows-receiving-support-from-spotpoint-and-directional-lights/">Full case study with tutorial and code  (LGPL)</a></h4>
</td>
</tr>
<tr>
<td><a title="unify community" href="http://www.unifycommunity.com/wiki/index.php?title=TransparentShadowReceiver" target="_blank"><img class="aligncenter size-full wp-image-2726" title="Lien sur unify community" src="http://klakos.com/wp-content/uploads/2012/02/unifycommunity-copie.png" alt="" width="200" height="200" /></a></td>
<td><a href="http://klakos.com/en/fully-shadowed-transparent-shader-for-unity-shadows-receiving-support-from-spotpoint-and-directional-lights/" target="_blank"><img class="aligncenter size-full wp-image-2727" title="Etude complète sur klakos.com" src="http://klakos.com/wp-content/uploads/2012/02/lien-blog-shader1-copie.png" alt="" width="200" height="200" /></a></td>
</tr>
</tbody>
</table>
]]></content:encoded>
			<wfw:commentRss>http://klakos.com/en/shader-for-double-sided-waving-flag/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Fully Shadowed Transparent Shader for Unity  (Shadows receiving support from Spot/Point and Directional Lights)</title>
		<link>http://klakos.com/en/fully-shadowed-transparent-shader-for-unity-shadows-receiving-support-from-spotpoint-and-directional-lights/</link>
		<comments>http://klakos.com/en/fully-shadowed-transparent-shader-for-unity-shadows-receiving-support-from-spotpoint-and-directional-lights/#comments</comments>
		<pubDate>Mon, 26 Sep 2011 10:02:51 +0000</pubDate>
		<dc:creator>golgauth</dc:creator>
				<category><![CDATA[Technic @en]]></category>
		<category><![CDATA[The blog @en]]></category>
		<category><![CDATA[alpha shadow]]></category>
		<category><![CDATA[directional]]></category>
		<category><![CDATA[directional light]]></category>
		<category><![CDATA[forwardbase]]></category>
		<category><![CDATA[point]]></category>
		<category><![CDATA[point light]]></category>
		<category><![CDATA[rendering path]]></category>
		<category><![CDATA[shadow]]></category>
		<category><![CDATA[spot]]></category>
		<category><![CDATA[spot light]]></category>
		<category><![CDATA[transparency]]></category>
		<category><![CDATA[transparent shader]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://klakos.com/?p=2178</guid>
		<description><![CDATA[<ul>
	<li>* Advanced ShaderLab surface shading for transparency management</li>
	<li>* Acting in “Forward” rendering path and the “ForwardBase” Lightmode</li>
	<li>* Activating shadows from any kind of light (Methods 1 and 2)</li>
	<li>* Compositing a scene in both “Forward” and “Deferred Lighting” views</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<p style="margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;">&gt;&gt;&gt; Summary</p>
<ul>
<li>* Advanced ShaderLab surface shading for transparency management</li>
<li>* Acting in “Forward” rendering path and the “ForwardBase” Lightmode</li>
<li>* Activating shadows from any kind of light (Methods 1 and 2)</li>
<li>* Compositing a scene in both “Forward” and “Deferred Lighting” views</li>
</ul>
<p><br/></p>
<p style="text-align: center;"><a href="http://klakos.com/gestion-complete-des-ombres-pour-un-shader-transparent-unity/image1/" rel="attachment wp-att-2167"><img src="http://klakos.com/wp-content/uploads/2011/09/image1.png" alt="" title="image1" width="250" height="190" class="aligncenter size-full wp-image-2167" /></a></p>
<ul></ul>
<p><br/><br />
<span id="more-2178"></span></p>
<p style="margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;">&gt;&gt;&gt; Downloads</p>
<ul>
<li>- PDF version of this article : <a href="http://www.klakos.com/downloads/TransparentShadowReceiver/TransparentShadowReceiver.pdf">TransparentShadowReceiver.pdf</a></li>
<li>- Unity 3.4.1f5 Demo Project : <a href="http://www.klakos.com/downloads/TransparentShadowReceiver/TransparentShadowReceiver.rar">TransparentShadowReceiver.rar</a></li>
</ul>
<p></br></p>
<p style="margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;">&gt;&gt;&gt; Prerequisites</p>
<p><br/></p>
<p style="margin-bottom: 0cm;">Set of lights and scene graph :</p>
<p><br/></p>
<p style="margin-bottom: 0cm;">[FIG 1]</p>
<p><br/></p>
<p style="text-align: center;"><a href="http://klakos.com/en/fully-shadowed-transparent-shader-for-unity-shadows-receiving-support-from-spotpoint-and-directional-lights/image2/" rel="attachment wp-att-2208"><img src="http://klakos.com/wp-content/uploads/2011/09/image2.png" alt="" title="image2" width="500" height="430" class="aligncenter size-full wp-image-2208" /></a></p>
<p><br/></p>
<ul>The scene is composed of 2 lights (a Spot one and a Directional one). Those two lights are supposed to project the shadows of a Sphere on a Plane. The Plane&#8217;s Material is set up using the transparent Shader described below.</ul>
<ul><span style="text-decoration: underline;">Note</span> : The Camera dedicated to the rendering of the two objects MUST also have its “Rendering path” parameter set to “Forward”.</ul>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;">&gt;&gt;&gt; Advanced ShaderLab surface shading for transparency management</p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">The “surface” shaders, available in Unity 3 are very simple and powerful (excepted that multi-passes are not allowed – we&#8217;ll see it later in this doc.)</p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">Anyway, they are the way I chose to accomplish this work.</p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">Here is the base shader which will be used all along this article. For more details see the previous topic [<a href="http://klakos.com/en/advanced-waving-flag-shader-for-unity-double-sided-alpha-shadow-support-3/">ARTICLE : Advanced Waving Flag Shader for Unity (Double sided, Alpha shadow support) /  SECTION : Advanced ShaderLab surface shading for transparency management</a>].</p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">
<p><br/><br />
[CODE] [<a href="http://www.klakos.com/downloads/TransparentShadowReceiver/Transparent-Advanced.shader">download file</a>]</p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm; background: none repeat scroll 0% 0% #ffff99;"><code><br />
SubShader<br />
{<br />
	Tags {<br />
	"Queue"="AlphaTest"<br />
	"IgnoreProjector"="True"<br />
	"RenderType"="Transparent"<br />
	}<br />
	LOD 300<br />
// Main Surface Pass (Handles Spot/Point lights)<br />
CGPROGRAM<br />
		#pragma surface surf BlinnPhong alpha vertex:vert fullforwardshadows approxview<br />
		half _Shininess;<br />
		sampler2D _MainTex;<br />
		float4 _Color;<br />
		sampler2D _BumpMap;<br />
		//sampler2D _ParallaxMap;<br />
		float _Parallax;<br />
		struct v2f {<br />
			V2F_SHADOW_CASTER;<br />
			float2 uv : TEXCOORD1;<br />
		};<br />
		struct Input {<br />
			float2 uv_MainTex;<br />
			float2 uv_BumpMap;<br />
			//float3 viewDir;<br />
		};<br />
		v2f vert (inout appdata_full v) {<br />
			v2f o;<br />
			return o;<br />
		}<br />
		void surf (Input IN, inout SurfaceOutput o) {<br />
			// Comment the next 4 following lines to get a standard bumped rendering<br />
			// [Without Parallax usage]<br />
			/*half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w;<br />
			float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir);<br />
			IN.uv_MainTex += offset;<br />
			IN.uv_BumpMap += offset;*/<br />
			fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);<br />
			o.Albedo = tex.rgb * _Color.rgb;<br />
			o.Gloss = tex.a;<br />
			o.Alpha = tex.a * _Color.a;<br />
			//clip(o.Alpha - _Cutoff);<br />
			o.Specular = _Shininess;<br />
			o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));<br />
		}<br />
ENDCG<br />
}<br />
</code></p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">[FIG 2]</p>
<p><br/></p>
<p style="text-align: center;"><a href="http://klakos.com/en/fully-shadowed-transparent-shader-for-unity-shadows-receiving-support-from-spotpoint-and-directional-lights/image3/" rel="attachment wp-att-2211"><img src="http://klakos.com/wp-content/uploads/2011/09/image3.png" alt="" title="image3" width="502" height="380" class="aligncenter size-full wp-image-2211" /></a></p>
<p><br/></p>
<ul>
	With this quite simple Shader, we get a perfect rendering of the Spot/Point lights, but nothing at all concerning DIRECTIONAL lights. The goal is to make the Plane able to also receive shadows from the second ones.
</ul>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;">&gt;&gt;&gt; Acting in “Forward” rendering path and the “ForwardBase” Lightmode</p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">As said earlier, the Camera dedicated to the rendering of the two objects must have its “Rendering path” parameter set to “Forward”.</p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">The Pass Tag “Lightmode” can take different values. The one we are interested in is the “ForwardBase” one which is “Used in Forward rendering, ambient, main directional light and vertex/SH lights are applied”, according to the Unity documentation [<a href="http://unity3d.com/support/documentation/Components/SL-PassTags.html">SL-PassTags</a>].</p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">But let&#8217;s have a test by adding this tag to our current shader :</p>
<p><br/><br />
[CODE] [<a href="http://www.klakos.com/downloads/TransparentShadowReceiver/Transparent-Advanced-ForwardBase.shader">download file</a>]</p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm; background: none repeat scroll 0% 0% #ffff99;"><code><br />
SubShader<br />
{<br />
	Tags {<br />
	"Queue"="AlphaTest"<br />
	"IgnoreProjector"="True"<br />
	"RenderType"="Transparent"<br />
	<b style="color:#AA0000">"LightMode" = "ForwardBase"</b><br />
	}<br />
	LOD 300<br />
// Main Surface Pass (Handles Spot/Point lights)<br />
CGPROGRAM<br />
		#pragma surface surf BlinnPhong alpha vertex:vert fullforwardshadows approxview<br />
.<br />
.<br />
.<br />
ENDCG<br />
}<br />
</code></p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">[FIG 3]</p>
<p><br/></p>
<p style="text-align: center;"><a href="http://klakos.com/en/fully-shadowed-transparent-shader-for-unity-shadows-receiving-support-from-spotpoint-and-directional-lights/image4/" rel="attachment wp-att-2216"><img src="http://klakos.com/wp-content/uploads/2011/09/image4.png" alt="" title="image4" width="500" height="380" class="aligncenter size-full wp-image-2216" /></a></p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">We get – as expected – the shadows related to the Directional light and nothing from the Spot one.</p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">Fine, but we need all the shadows.</p>
<p><br/><br />
<br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;">&gt;&gt;&gt; Activating shadows from any kind of light (Methods 1 and 2)</p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">Well, the following aims to explain two different methods  to mix all the types of shadows together.<br />
Those methods have benefits and drawbacks, of course&#8230;</p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">
<p><br/></p>
<p style="margin-bottom: 0cm;">
<p style="margin-bottom: 0cm;"><strong>&gt;&gt; <span style="text-decoration: underline;">The “Doubled Material” Method</span> :</strong></p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">It consists in creating two Materials (one using the first version of the shader and the other using the second/Forward one). Then, set up the MeshRenderer of the Plane with those Materials.</p>
<p><br/><br />
[FIG 4.1]<br />
<br/></p>
<p style="text-align: center;"><a href="http://klakos.com/en/fully-shadowed-transparent-shader-for-unity-shadows-receiving-support-from-spotpoint-and-directional-lights/image5/" rel="attachment wp-att-2212"><img src="http://klakos.com/wp-content/uploads/2011/09/image5.png" alt="" title="image5" width="500" height="380" class="aligncenter size-full wp-image-2212" /></a></p>
<p><br/><br />
[FIG 4.2]<br />
<br/></p>
<p style="text-align: center;"><a href="http://klakos.com/en/fully-shadowed-transparent-shader-for-unity-shadows-receiving-support-from-spotpoint-and-directional-lights/image6/" rel="attachment wp-att-2213"><img src="http://klakos.com/wp-content/uploads/2011/09/image6.png" alt="" title="image6" width="348" height="581" class="aligncenter size-full wp-image-2213" /></a></p>
<p><br/><br />
<span style="text-decoration: underline;">Benefits</span> : Easy. Free to redo the whole process on any other base shader.<br />
<br/><br />
<span style="text-decoration: underline;">Drawbacks</span> :  The two shaders are a bit boring to manipulate because of the need for keeping the same values for each parameter between them. They are redundant and we get two Materials where we could have only one. It is also quite hard to have a fine customization of the light and shadows intensity.<br />
<br/><br />
<strong>&gt;&gt; <span style="text-decoration: underline;">The “Blending Shadows” Method</span> :</strong><br />
<br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">With this one, we get only one shader, by blending the Directional Light to our very first Shader (made in an additional Pass).</p>
<p><br/><br />
[CODE]</p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm; background: none repeat scroll 0% 0% #ffff99;"><code><br />
SubShader<br />
{<br />
	Tags {<br />
	"Queue"="AlphaTest"<br />
	"IgnoreProjector"="True"<br />
	"RenderType"="Transparent"<br />
	}<br />
	LOD 300<br />
// Main Surface Pass (Handles Spot/Point lights)<br />
CGPROGRAM<br />
		#pragma surface surf BlinnPhong alpha vertex:vert fullforwardshadows approxview<br />
.<br />
.<br />
.<br />
ENDCG<br />
		<b style="color:#AA0000">// Shadow Pass : Adding the shadows (from Directional Light)<br />
		// by blending the light attenuation<br />
		Pass {<br />
			Blend SrcAlpha OneMinusSrcAlpha<br />
			Name "ShadowPass"<br />
			Tags {"LightMode" = "ForwardBase"}<br />
			CGPROGRAM<br />
			#pragma exclude_renderers xbox360<br />
			#pragma debug<br />
			#pragma vertex vert<br />
			#pragma fragment frag<br />
			#pragma multi_compile_fwdbase<br />
			#pragma fragmentoption ARB_fog_exp2<br />
			#pragma fragmentoption ARB_precision_hint_fastest<br />
			#include "UnityCG.cginc"<br />
			#include "AutoLight.cginc"<br />
			struct v2f {<br />
				float2 uv_MainTex : TEXCOORD1;<br />
				float4 pos : SV_POSITION;<br />
				LIGHTING_COORDS(3,4)<br />
				float3	lightDir;<br />
			};<br />
			float4 _MainTex_ST;<br />
			sampler2D _MainTex;<br />
			float4 _Color;<br />
			float _ShadowIntensity;<br />
			v2f vert (appdata_full v)<br />
			{<br />
				v2f o;<br />
 				o.pos = mul (UNITY_MATRIX_MVP, v.vertex);<br />
				o.lightDir = ObjSpaceLightDir( v.vertex );<br />
				TRANSFER_VERTEX_TO_FRAGMENT(o);<br />
				return o;<br />
			}<br />
			float4 frag (v2f i) : COLOR<br />
			{<br />
				float atten = LIGHT_ATTENUATION(i);<br />
				half4 c;<br />
				c.rgb =  0;<br />
				c.a = (1-atten) * _ShadowIntensity;<br />
				return c;<br />
			}<br />
			ENDCG<br />
		}</b><br />
}<br />
</code></p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">Here we simply add a specific Pass for Directional Light rendering. This is done by blending the “Light Attenuation” to the first CGPROGRAM part which constitutes a first Pass (using Surface features).</p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">For “alpha blending”, we use “ Blend SrcAlpha OneMinusSrcAlpha”.<br />
See [<a href="http://unity3d.com/support/documentation/Components/SL-Blend.html">SL-Blend</a>]</p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;"><span style="text-decoration: underline;">Note</span> : Remember that Surface Shaders allow only one Surface Pass.</p>
<p><br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;"><span style="text-decoration: underline;">Note</span> : “_ShadowIntensity” parameter has been added to help fine customization of shadows intensity.</p>
<p><br/><br />
[FIG 5]<br />
<br/></p>
<p style="text-align: center;"><a href="http://klakos.com/en/fully-shadowed-transparent-shader-for-unity-shadows-receiving-support-from-spotpoint-and-directional-lights/image7/" rel="attachment wp-att-2217"><img src="http://klakos.com/wp-content/uploads/2011/09/image7.png" alt="" title="image7" width="500" height="380" class="aligncenter size-full wp-image-2217" /></a></p>
<p><br/><br />
<span style="text-decoration: underline;">Problem</span> : The Directional light shadow overlaps the transparent areas of our ARGB texture.<br />
<br/><br />
<span style="text-decoration: underline;">Solution</span> : To correct the shadow intensity by picking up the alpha informations from the alpha channel of the Main Texture&#8230;<br />
<br/></p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm;">Two steps :</p>
<ul>
<li>-&nbsp;&nbsp;&#8221;TRANSFORM_TEX&#8221; calculates the uv coordinates for the tiling and offset set up for the texture (to load the right pixel informations from the Texture)</li>
<li>-&nbsp;&nbsp; “* tex2D(_MainTex, i.uv_MainTex).a” Multiplies the shadow intensity by the alpha channel of the Texture</li>
</ul>
<p>[CODE] [<a href="http://www.klakos.com/downloads/TransparentShadowReceiver/Transparent-Advanced-FullShadows.shader">download file</a>]</p>
<p style="text-indent: 0.03cm; margin-bottom: 0cm; background: none repeat scroll 0% 0% #ffff99;"><code><br />
			v2f vert (appdata_full v)<br />
			{<br />
				v2f o;<br />
                <b style="color:#AA0000">o.uv_MainTex = TRANSFORM_TEX(v.texcoord, _MainTex);</b><br />
				o.pos = mul (UNITY_MATRIX_MVP, v.vertex);<br />
				o.lightDir = ObjSpaceLightDir( v.vertex );<br />
				TRANSFER_VERTEX_TO_FRAGMENT(o);<br />
				return o;<br />
			}<br />
			float4 frag (v2f i) : COLOR<br />
			{<br />
				float atten = LIGHT_ATTENUATION(i);<br />
				half4 c;<br />
				c.rgb =  0;<br />
				c.a = (1-atten) * _ShadowIntensity *<br />
							<b style="color:#AA0000">(tex2D(_MainTex, i.uv_MainTex).a);</b><br />
				return c;<br />
			}<br />
</code></p>
<p><br/><br />
[FIG 6]<br />
<br/></p>
<p style="text-align: center;"><a href="http://klakos.com/en/fully-shadowed-transparent-shader-for-unity-shadows-receiving-support-from-spotpoint-and-directional-lights/image8/" rel="attachment wp-att-2218"><img src="http://klakos.com/wp-content/uploads/2011/09/image8.png" alt="" title="image8" width="500" height="380" class="aligncenter size-full wp-image-2218" /></a></p>
<p><br/></p>
<ul>
Now it looks good.
</ul>
<p><br/></p>
<p style="margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;">&gt;&gt;&gt; Compositing a scene with both “Forward” and “Deferred Lighting” views</p>
<p><br/></p>
<p style="margin-bottom: 0cm;">Finally, we can play with 2 Cameras : the first one with “Rendering path” set to “Forward”, and the second one set to “Deferred Lighting”. And juggle with the layering of the objects to combine usual shadows computing with our “Forward” ones.</p>
<p><br/><br />
[FIG 7]<br />
<br/></p>
<p style="text-align: center;"><a href="http://klakos.com/en/fully-shadowed-transparent-shader-for-unity-shadows-receiving-support-from-spotpoint-and-directional-lights/image9/" rel="attachment wp-att-2219"><img src="http://klakos.com/wp-content/uploads/2011/09/image9.png" alt="" title="image9" width="400" height="300" class="aligncenter size-full wp-image-2219" /></a></p>
<p><br/></p>
<ul>
<p style="margin-bottom: 0cm;">This is obtained with left Sphere+Plane in layer1, and right  Sphere+Plane in layer2. Respectively, a Camera in Forward mode (and “Clear Flags” = “Depth Only”) and second Camera in Deferred mode (and “Clear Flags” = “Skybox”).</p>
<p><br/></p>
<p style="margin-bottom: 0cm;"><span style="text-decoration: underline;">Note</span> : An other way to do the trick could have been to keep the whole scene in “Forward rendering path” and to customize the “Non-Forward” shaders to enable them to “fullforwardshadows” in their “#pragma surface” line. Here is an example with the “Normal-Diffuse” one : [<a href="http://www.klakos.com/downloads/TransparentShadowReceiver/Normal-Diffuse-FullForward.shader">download file</a>].</p>
<p><br/></p>
<p style="margin-bottom: 0cm;">Anyways, the “Forward rendering path” is a lot more compatible with smaller hardware configurations. <strong>So you&#8217;re not loosing your time by working in this mode !</strong><br />
[<a href="http://unity3d.com/support/documentation/Manual/RenderingPaths.html">RenderingPaths</a>]</p>
</ul>
<p><br/></p>
<p style="background: none repeat scroll 0% 0% #ff950e;"><br/><span style="font-family: Verdana,sans-serif;"><span style="font-size: medium;"><strong>Big Conclusion</strong></span></span><br/></p>
<p style="margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;"><br/></p>
<p style="margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;">Well, nothing more actually&#8230;</p>
<p style="margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;">Hope this will help,</p>
<p style="margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;">and don&#8217;t forget to post feedbacks (I need you to make this doc. better)</p>
<p style="margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;">Thanks !</p>
<p style="margin-bottom: 0cm; background: none repeat scroll 0% 0% #cccccc;"><br/></p>
<p style="margin-bottom: 0cm;">
<p style="margin-bottom: 0cm;">
<p style="text-align: left;">Cette note n&#8217;est pas disponible en French, même si c&#8217;est marqué que si, juste aprés.</p>
<p><br/></p>
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