• Source Shader Editor, a WYSIWYG shader editor from our friend, Biohazard. Or, that "dino mod guy."
    245 replies, posted
[QUOTE=Randdalf;31254777]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.[/QUOTE] Pixel shaders allow you to manipulate the colour data being sent to each pixel, and as you can see there is plenty of examples of what that can do above. Vertex shaders let you manipulate the world geometry data - well, here's an example of a complex vertex shader you may already be familiar with: [video=youtube;JpksyojwqzE]http://www.youtube.com/watch?v=JpksyojwqzE[/video]
[QUOTE=subenji99;31260137]Pixel shaders allow you to manipulate the colour data being sent to each pixel, and as you can see there is plenty of examples of what that can do above. Vertex shaders let you manipulate the world geometry data - well, here's an example of a complex vertex shader you may already be familiar with: [video=youtube;JpksyojwqzE]http://www.youtube.com/watch?v=JpksyojwqzE[/video][/QUOTE] Mineception.
Holy shit, that video makes it look really fun to play around with. Too bad I probably won't ever learn it.
It basically appears that, unless you know HLSL, or at least techniques with it, then this whole thing is kind of useless. Off to find a good guide!
I tweaked his original god rays to use the depth buffer [thumb]http://dl.dropbox.com/u/3779442/Screenshots/sdk_vehicles0005.jpg[/thumb] [thumb]http://dl.dropbox.com/u/3779442/Screenshots/sdk_vehicles0004.jpg[/thumb] Saves on performance, and looks better.
[QUOTE=Firegod522;31279066]I tweaked his original god rays to use the depth buffer [thumb]http://dl.dropbox.com/u/3779442/Screenshots/sdk_vehicles0005.jpg[/thumb] [thumb]http://dl.dropbox.com/u/3779442/Screenshots/sdk_vehicles0004.jpg[/thumb] Saves on performance, and looks better.[/QUOTE] The over-exposure in those images is hurting my eyes.
gotta limit that tonemap some more.
[QUOTE=Firegod522;31279066]I tweaked his original god rays to use the depth buffer Saves on performance, and looks better.[/QUOTE] Doesn't really look better. The first picture makes the lighthouse and hill look like they're melting.
you could use that effect however for a sort of surreal reality if you wanted that kinda thing in your map.
Would look better is dusty environments. Makes more sense because then there are particles for the light to hit and illuminate.
Bloody hell thats awesome. i wonder will valve make something like this for the new tools they promised
Holy crap I got it to work the first try (err... I think I did...?) [img]http://cloud.steampowered.com/ugc/560914741426538786/FABAF93C9750BE2F8B2BBD6B1169D7239097F641/[/img] Compile shader ->RT that has one quarter of the backbuffer resolution-> 3x3 Blur -> Rays
[QUOTE=Foda;31294225][img]http://cloud.steampowered.com/ugc/560914741426538786/FABAF93C9750BE2F8B2BBD6B1169D7239097F641/[/img][/QUOTE] It's so realistic, I can almost fell my corneas burning!
[QUOTE=Baboo00;31294396]It's so realistic, I can almost fell my corneas burning![/QUOTE] yea it's kinda cool actually: you never would notice the effect unless you really just stand there and stare at the sun...
[QUOTE=Talishmar;31253699]Is that true what was said about his coding skills... Errors everywhere?[/QUOTE] No, not at all. I haven't got any idea where that all started from, but how the fuck can something run if it has errors in the first place? [editline]23rd July 2011[/editline] [QUOTE=Firegod522;31279066]I tweaked his original god rays to use the depth buffer [thumb]http://dl.dropbox.com/u/3779442/Screenshots/sdk_vehicles0005.jpg[/thumb] [thumb]http://dl.dropbox.com/u/3779442/Screenshots/sdk_vehicles0004.jpg[/thumb] Saves on performance, and looks better.[/QUOTE] It's actually not saving any perf, and if you have actually bothered to read you'd notice the skymask by default renders to a 1/4 size RT, which you could have changed to make it look exactly the same as how it does using the depth buffer. You should also be doing what foda is, blurring it separately and rendering to a 1/2 or 1/4 size rt, else you'll have crappy shimmering like you do when previewing in the editor.
possible to make something same for particle editor ?
[QUOTE=FluD;31294880]possible to make something same for particle editor ?[/QUOTE] Sure, but it wouldn't be worth it because the current particle editor is fine as it is. You can mkae your own particle shader with normalmapping and soft blending if you wanted, but the current one already works so.
[QUOTE=Legend286;31294720]No, not at all. I haven't got any idea where that all started from, but how the fuck can something run if it has errors in the first place? [/QUOTE]The same way code can be horribly written
[QUOTE=Meatpuppet;31295243]The same way code can be horribly written[/QUOTE] Well if it wasn't written well then I really doubt it'd be as fast as it is. I don't know where the whole "messy code" thing came from, the only thing he's released publicly as code is the depth buffer fix and the 3rd person camera code, both are perfectly tidy.
haha, okay last one I promise... [QUOTE][img]http://cloud.steampowered.com/ugc/560914741427916082/6B6DDDCCCCAD73534FC352847FCE8FE41728240E/[/img][/QUOTE]
[img]http://dl.dropbox.com/u/8706328/shader_test.jpg[/img] Paint fucked up quality a bit, but there you go, everything-rainbows shader.
I want to see a motion blur shader that doesn't just blur the edges of objects when the view moves.
[QUOTE=agent;31297344][img]http://dl.dropbox.com/u/8706328/shader_test.jpg[/img] Paint fucked up quality a bit, but there you go, everything-rainbows shader.[/QUOTE] Whoa, that's a full rainbow all the way. That's so [b]INTENSE[/b]. ...sorry.
[QUOTE=kaine123;31297830]I want to see a motion blur shader that doesn't just blur the edges of objects when the view moves.[/QUOTE] You'd need to make a vertex shader which could compare every vertex on the screen's position with their positions in the last frame, then render this to an RT and make use of it in the shader editor. You can't make said vertex "velocity" shader in the editor though. You just need to make it render to the velocity buffer RT you created using code, and then use that again later in another shader to do the actual blurring.
I find it humorous that one of the functions are named "lerp". I use that function all the time in programming, and yet no one else seems to know about it. Then again, I don't know many programmers...
[QUOTE=raubana;31298656]I find it humorous that one of the functions are named "lerp". I use that function all the time in programming, and yet no one else seems to know about it. Then again, I don't know many programmers...[/QUOTE] Well it's short for Linear Interpolation, but you already know that. He named everything how they are in HLSL, and some of the things from the udk are named a bit differently, things like clamp and mask are actually saturate and swizzle in his editor because clamp and mask aren't really correct.
Hmmm... could someone create unified motion blur with this?
[QUOTE='[LOA] SonofBrim;31299368']Hmmm... could someone create unified motion blur with this?[/QUOTE] No? I like how people made up a name for rendering a video at 10x the fps and then scaling it back with frameblending enabled...
Shit, this is awesome. Hm, is it possible to make full reflective materials for models with this ? Since the video showed some refraction shader to work with models, now I'm thinking about the possibility of making full reflections for models. Thanks )
I find sun rays a very overused unrealistic effect. It feels like ever since Crysis implemented sun rays in, every game that has to look good technically has to use sun rays. Sun rays are a visual effect that matters on the actual environment around it. It made sense for Crysis to have it considering it was in a tropical environment with extremely high humidity, and it made sense for Metro 2033 to have sun rays considering of all the dust, soot, and ash filtered in the air, but it feels kinda off or Hollywoodish in games like Bulletstorm or in graphics mods like Oblivion.
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