Hi everyone, I am using this 2 sided shader that cuts out the alpha information and correctly sorts polygons:

Code:
MATERIAL* mat_Correct_Alpha_3 =    //------------------------------- CORRECT SORTING OF TGA ALPHA IN A MODEL!! 2 sided
{


	specular_blue = 100;
	specular_green = 100;
	specular_red = 100;
	
	power = 10;



		flags =   ENABLE_TREE | PASS_SOLID;
	//my.transparent=on;
	
	effect="
	
	

		DWORD ref=128.0f;
	
	technique test
		{		pass p0	
		
		
			{			
			
			cullmode=NONE;
			zenable=true;
			zwriteenable=true;
			alphablendenable=false;
			alphatestenable=true;
			AlphaRef=<ref>;
        	AlphaFunc=Greater;
	
	
			}	
			
			}
			
				";
}



Is there a way to get this shader, or any shader to work on both sides for PSSM shadows? The shadows are correctly cast on the main side of a triangle, but the backside (cullmode=NONE) of the polygon, you can see the shadow through it!

Last edited by jumpman; 05/11/17 00:03.