• Source Shader Editor, a WYSIWYG shader editor from our friend, Biohazard. Or, that "dino mod guy."
    245 replies, posted
[QUOTE=Cookieeater;31303200]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.[/QUOTE] The biggest thing that bugs me about sun rays is that 99 percent of the time it's just a cheap screen effect, rather than actually having volumetric beams of light like in Metro or Stalker.
[QUOTE=ferdam;31301812]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 )[/QUOTE] If you set up your own rendertarget with a planar or cubemap reflection then yes, you can reference those RTs inside the editor and use them however you want.
What about brush surfaces with phong? I assume that would be possible as well. Would finally work a bit better for metalsl.
I want to see some anamorphic lens flares or SSAO made with this, something really impressive.
[QUOTE=Legend286;31304438]If you set up your own rendertarget with a planar or cubemap reflection then yes, you can reference those RTs inside the editor and use them however you want.[/QUOTE] Oh, thats nice, I hope new mods (and updated ones too) can now include that kind of shader in their projects, a lot better than the actual reflections for models. Thanks.
[QUOTE=wraithcat;31305869]What about brush surfaces with phong? I assume that would be possible as well. Would finally work a bit better for metalsl.[/QUOTE] I was wondering the same thing. I don't see why it wouldn't be possible, though.
[QUOTE=Zero Hour;31306810]I want to see some anamorphic lens flares or SSAO made with this, something really impressive.[/QUOTE] There's an anamorphic lens flare shader example included in the zip. SSAO can be done but not until Biohazard updates the shader editor with the new array node he's been working on. Plus you'd also need to fix the depth buffer (and make it 32 bit which is currently pretty hard to do because you have to edit and recompile all the SDK shaders...)
Bokeh depth of field?
[QUOTE=RiceWarrior;31311184]Bokeh depth of field?[/QUOTE] Well you could do it, but you'd need high precision depth and maybe a render target I guess. If you can do it with HLSL you can do it in the shader editor, because even in HLSL you'd need to add support in the actual clientside codebase for things like that.
That interface looks fun. :|
Updated OP with another example which I've just finished making. [img]http://cloud.steampowered.com/ugc/596943538469728563/CB3E0A9E3DF3C83736433BC57682B9EFFCC1C5C6/[/img] [img]http://cloud.steampowered.com/ugc/596943538469727534/CAE1D49A6C6D533EC1A12098D76BCCFC2195F075/[/img]
[QUOTE=RichyZ;31314469]needs more blood and veins[/QUOTE] BLOODY SCREEN, SO REAL!
[QUOTE=kaine123;31316827]BLOODY SCREEN, SO REAL![/QUOTE] Because when shot I will have blood go onto my eyeballs.
[QUOTE=Legend286;31311167]There's an anamorphic lens flare shader example included in the zip. SSAO can be done but not until Biohazard updates the shader editor with the new array node he's been working on. Plus you'd also need to fix the depth buffer (and make it 32 bit which is currently pretty hard to do because you have to edit and recompile all the SDK shaders...)[/QUOTE] Am I able to see any photos of this shader compiled?
[QUOTE=brandonsh;31297845]Whoa, that's a full rainbow all the way. That's so [b]INTENSE[/b]. ...sorry.[/QUOTE] [IMG]http://dl.dropbox.com/u/8706328/shader_test_1.jpg[/IMG] Now that's [b]INTENSE[/b].
[QUOTE=Zero Hour;31321657]Am I able to see any photos of this shader compiled?[/QUOTE] Download the example mod from the VDC and load it yourself in the editor, it's called postproc_flare_anamorphic I think.
I think possible make this post-process antialiasing [URL="http://software.intel.com/en-us/articles/mlaa-efficiently-moving-antialiasing-from-the-gpu-to-the-cpu/"]mlaa efficiently moving antialiasing from the gpu to the cpu[/URL]
There's no reason to if you're doing forward rendering.
[QUOTE=layla;31332064]There's no reason to if you're doing forward rendering.[/QUOTE] Yeah, plus Source has decent software AA anyway.
Hmm... Any way to turn these into a format that a professional render engine like Luxrender or Cycles can read? It'd be nice to have a way to make lots of materials in a short time with little difficulty. EDIT: Then again, watching the video, it just looks like a standard node editor for Graphics/Shader libraries. Anyone mind explaining the revolutionary aspect of this?
[QUOTE=woolio1;31340979]Hmm... Any way to turn these into a format that a professional render engine like Luxrender or Cycles can read? It'd be nice to have a way to make lots of materials in a short time with little difficulty. EDIT: Then again, watching the video, it just looks like a standard node editor for Graphics/Shader libraries. Anyone mind explaining the revolutionary aspect of this?[/QUOTE] I think the revolutionary bit in it may be that no such thing existed for Source before.
[QUOTE=Legend286;31335794]Yeah, plus Source has decent software AA anyway.[/QUOTE] pretty sure it's broken in Source 2009 though :v: [editline]26th July 2011[/editline] [QUOTE=layla;31332064]There's no reason to if you're doing forward rendering.[/QUOTE] Source relies way too much on the CPU already too
[QUOTE=woolio1;31340979]Hmm... Any way to turn these into a format that a professional render engine like Luxrender or Cycles can read? It'd be nice to have a way to make lots of materials in a short time with little difficulty. EDIT: Then again, watching the video, it just looks like a standard node editor for Graphics/Shader libraries. Anyone mind explaining the revolutionary aspect of this?[/QUOTE] It's not, it's just a feature that was desperately needed.
Apart from the screenies already posted in this thread, anyone made any other cool shit with this recently?
The video makes this look really hard to learn, combined with the part I know nothing of texture/shader making. :v:
This is pretty brilliant and I kind of wish it were implemented into gmod.
[release]Version 0.2 Changes: • Added nodes: [b]array, condition[/b], sampler object, flashlight origin, [b]parallax uv, parallax shadow[/b] • Added undo/redo to file menu, ctrl+z/ ctrl+shift+z • Added custom matrices: projection, view projection, view inverse, projection inverse, view projection inverse • Added sampler datatype • Added ( 4x3 * 4x4 ) for multiply node • Added examples: lightmap_parallax, postproc_depthglow, postproc_gaussblur_2d_singlepass (note: really just a POC for previewing!) • Fixed datatype of custom matrix - view • Fixed hierachy not updating when float3x3 was toggled on the multiply node • Fixed lightscale settings of Final output node not being applied correctly • Fixed lightmap lookups not automatically enforcing SRGB read in LDR mode • VS texture samplers are now identifiable. This may break old shaders using the Morph node, re-compile them. • Exposed datatype of texcoords/color for VS input semantics • Bridges of input jacks can now be overridden more easily • Changed refraction example to use newer float3x3 cast on multiply + user matrix in PS • Improved solver algorithm for stacked containers • Changed default texture names of fallback textures • The precache dialog will now sort all entries by name [img]http://cloud.steampowered.com/ugc/596943538500014791/DE34C35A62F2BC1217AA7CC279089A0F9975716B/[/img] [img]http://cloud.steampowered.com/ugc/596943538488502641/732E60DA0AC749BBF05622A5BE9B6DC206FBA8FC/[/img] [url=http://bio2k.homepage.t-online.de/shadereditor/v0_2/SSE_implementation_v0.2.zip][u]Download[/u][/url] [/release]
It's not grass it's parallax
Parallax. Parallax fucking mapping. YOU'VE GOT TO BE KIDDING ME :v: :v: :v: :v: [img]http://dl.dropbox.com/u/3797350/img/excited_boom.gif[/img]
[QUOTE=Max of S2D;31456544]Parallax. Parallax fucking mapping. YOU'VE GOT TO BE KIDDING ME :v: :v: :v: :v: [img]http://dl.dropbox.com/u/3797350/img/excited_boom.gif[/img][/QUOTE] Parallax itself is nothing special, the fact this draws depth is what really makes it useful.
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