Basically I'd like to be able to combine passes with custom shaders and passes that use the RTSS in the same material. This has caused me a lot of trouble, it would be nice if it "just worked". Note that this works fine with the fixed function pipeline, it is only an issue on hardware/APIs with no FPP.
Here is a sample material of what I'd like to do (on iOS the first pass simply doesn't render, on OpenGL with the FPP disabled this causes an exception):
Code: Select all
material test_mat
{
technique
{
pass
{
texture_unit
{
texture test.tga
}
}
pass
{
vertex_program_ref HighlightVP
{
}
fragment_program_ref HighlightFP
{
}
}
}
}