Source Shader Editor, a WYSIWYG shader editor from our friend, Biohazard. Or, that "dino mod guy."
245 replies, posted
This WYSIWYG editor allows the user to create, compile and implement new shaders easily into a source mod without any preliminary knowledge of HLSL. The shaders are based on nodes which are connected over bridges to finally compose a flowgraph for each, the vertex and pixel shader (similar to shader/material editors that you may know from other engines). Any shaders created this way can be referenced by a vmt file in a similar manner to shaders that have been created through code.
[hd]http://www.youtube.com/watch?v=82AMwQGjc8Y&feature=player_embedded[/hd]
You can read all about it and download it here:
[url]http://developer.valvesoftware.com/wiki/Category:SourceShaderEditor[/url]
I'll make sure to update the thread with any useful information.
Update:
[release]
• Fixed framebuffer copy when motionblur / hdr is disabled.
• Fixed grass sprites.
[/release]
[url]http://bio2k.homepage.t-online.de/shadereditor/v0_1/shadereditor_2.zip[/url]
My shaders:
Vignette.
[img]http://cloud.steampowered.com/ugc/596943197191651984/D8D91C404E7840B6C28332EDD52693498D3DF612/[/img]
Canvas: [url]http://dl.dropbox.com/u/9038221/Source%20Shader%20Editor/postproc_vignette.txt[/url]
Hurt effect.
[img]http://dl.dropbox.com/u/9038221/HurtEffect.gif[/img]
Canvas: [url]http://dl.dropbox.com/u/9038221/Source%20Shader%20Editor/postproc_hurt.txt[/url]
More to come later...
New video tutorials by me!
[hd]http://www.youtube.com/watch?v=oHtWkFokzFQ[/hd]
I still want the guys from C17's shaders...
[QUOTE=exhale77;31194558]I still want the guys from C17's shaders...[/QUOTE]
Or you could learn how to make them yourself (or just use the example sunbeam shader and the others from the editor examples.)
[QUOTE=Legend286;31194592]Or you could learn how to make them yourself (or just use the example sunbeam shader and the others from the editor examples.)[/QUOTE]
Sounds like work.
I'll wait for the shaders.
I was like, oh ok. until I saw dino mod guy
Compiling my mod as we speak :v:
"SSE"
oh how homonymous
[editline]18th July 2011[/editline]
so it works a little bit like mental mill, i guess?
This is amazing.
So... You make shaders... By simply connecting "dots"... That represent different attributes, or something vaguely like it?
Sounds like just about the best fucking thing since sliced bread.
This is awesome! Now if he only made a standalone GLSL version...
[QUOTE=Dlaor-guy;31196254]This is awesome! Now if he only made a standalone GLSL version...[/QUOTE]
Well you could always make a shader and then port it over to glsl. :P
Holy shit this looks amazing, why hasn't Valve talked to this guy yet?!
They have, he went to see them a while ago for an "interview" though he didn't get the job because he is from Germany and hasn't got a work visa. I'm sure if he decides that he wants to work for them he'll sort it, but afaik he's off to uni first.
Why would you go to uni for 4 years instead of working for valve [img]http://i.somethingawful.com/forumsystem/emoticons/emot-gonk.gif[/img]
[QUOTE=JLea;31200029]Why would you go to uni for 4 years instead of working for valve [img]http://i.somethingawful.com/forumsystem/emoticons/emot-gonk.gif[/img][/QUOTE]
Because Valve probably said that the door's always open for him once he's done uni or something like that.
it looks like a good tool..[img]http://3.vu/3F3LF[/img]
[QUOTE=HiddenMyst;31202163]Because Valve probably said that the door's always open for him once he's done uni or something like that.[/QUOTE]
fuck that, I'd drop out right now if valve offered me a job. too bad I don't really offer them anything they want lol.
This is a giant step forward for source modding, and might i add the valve dev wiki is looking pretty good
-video in op-
I don't care how long it takes, I'm gonna learn how to use this if it kills me.
[QUOTE=The Vman;31209778]
I don't care how long it takes, I'm gonna learn how to use this if it kills me.[/QUOTE]
I'll put the video in the op if you snip it :P
Holy shit thats really amazing!
Oh my god I didn't know how much I wanted this. It's beautiful to work with as well. Once I finish my TF2 map I'm going to take a dive into Source modding, after briefly dipping in my toes a few months ago.
[quote]I don't care how long it takes, I'm gonna learn how to use this if it kills me. [/quote]
Yup, me too. I really want to know how shaders work/what they are and this is really useful for that.
[editline]19th July 2011[/editline]
[t]http://cloud.steampowered.com/ugc/559788500261106516/3724D422B40A989C3E6D9D27352D928D1956911B/?jpg[/t]
Yay blue tinting and matrices.
looks exactly like the udk shader editor. awesome!
Does this have a bigger footprint on performence than hardcoded HLSL or is it as fast ?
I didn't make this.
[QUOTE=OrYgin;31213314]Does this have a bigger footprint on performence than hardcoded HLSL or is it as fast ?[/QUOTE]
It's almost as fast, maybe 5% slower than optimised hlsl (even though it's really optimised anyway.)
[editline]19th July 2011[/editline]
[QUOTE=Bi0hazard;31213633]I didn't make this.[/QUOTE]
You're not the only person with that name.
EXCLUSIVE new Galactopticon gameplay:
[media]http://www.youtube.com/watch?v=imd-AF6lIO0[/media]
Is that true what was said about his coding skills... Errors everywhere?
[QUOTE=Talishmar;31253699]Is that true what was said about his coding skills... Errors everywhere?[/QUOTE]
Well this shader editor works almost flawlessly, so I don't really think that matters.
On another note, I have no idea what on earth anything on the Vertex shader side of things is doing or what you can even do with it.
I'd like to apologize for my earlier behavior. I got mixed up and thought I was on my Scat Fetish Homepage.
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