• Source Shader Editor, a WYSIWYG shader editor from our friend, Biohazard. Or, that "dino mod guy."
    245 replies, posted
Anyone mind giving the canvas for the god rays?
Oi, cheers for clearing that up, OpethRockr55. (Btw Valves code is really just like this because they are implementing everything the way they need it for a certain goal right now, so it's all a matter of opinion more or less) Also, regarding Instant Mixs picture, I have a certain feeling that this shader uses the crappy parallax offset limiting thingy ('offset bump mapping' as they named it). So yeah it's crap as I mentioned earlier, but it hasn't got to do [I]anything[/I] with POM or relief mapping anyway... [QUOTE=Shirky;31690705]Anyone mind giving the canvas for the god rays?[/QUOTE] Which god rays do you mean? I think Fodas god rays were based on the example file, but he actually bothered about coding them properly into the client instead of rendering them fullscreen.
[QUOTE=Biohazard_90;31691045]Oi, cheers for clearing that up, OpethRockr55. (Btw Valves code is really just like this because they are implementing everything the way they need it for a certain goal right now, so it's all a matter of opinion more or less) Also, regarding Instant Mixs picture, I have a certain feeling that this shader uses the crappy parallax offset limiting thingy ('offset bump mapping' as they named it). So yeah it's crap as I mentioned earlier, but it hasn't got to do [I]anything[/I] with POM or relief mapping anyway... Which god rays do you mean? I think Fodas god rays were based on the example file, but he actually bothered about coding them properly into the client instead of rendering them fullscreen.[/QUOTE] Yea, I'd be more than happy to post the code I used if I ever get home for more than 30 seconds.
Hate to be a noob here, but I installed the SSE into a HL2 SP 2K7 mod. It works fine, fantastically, except one thing. The SkyMask won't work. I'm not sure if it's the code that updates it, the shader itself, or what. In the shader editor it shows up like a missing texture in the nodes... I'm pretty darn sure I followed the install instructions exactly too. All other post processing shaders work, though. Just not the ones that use a sky-mask (god rays, and that one flare shader). Any help? I'm a bit of a toddler with Source C++. :( Aside from that this is really awesome and it's allowed someone who knows very little about coding like myself to have quite a lot of fun. :D Thanks, man.
[QUOTE=Skepsis;31693593]Hate to be a noob here, but I installed the SSE into a HL2 SP 2K7 mod. It works fine, fantastically, except one thing. The SkyMask won't work. I'm not sure if it's the code that updates it, the shader itself, or what. In the shader editor it shows up like a missing texture in the nodes... I'm pretty darn sure I followed the install instructions exactly too. All other post processing shaders work, though. Just not the ones that use a sky-mask (god rays, and that one flare shader). Any help? I'm a bit of a toddler with Source C++. :( Aside from that this is really awesome and it's allowed someone who knows very little about coding like myself to have quite a lot of fun. :D Thanks, man.[/QUOTE] Thanks, make sure that you changed SKYMASK_OFF to SKYMASK_QUARTER or SKYMASK_FULL in shadereditorsystem.cpp/ bool ShaderEditorHandler::Init(). The comic flare shader will only work when you have a proper skybox + env_sun entity on the map, same requirements for the sun shafts (+ skymask allocated).
Thanks! It's all working smoothly now. <3
[QUOTE=Foda;31693368]Yea, I'd be more than happy to post the code I used if I ever get home for more than 30 seconds.[/QUOTE] Thanks, I would appreciate it.
I think the parallax canvas and guassblur were added to the update
This is most likely a very stupid question (so rate me dumb if you must) but I how do I start up this shader editor? I've installed it properly but is there some kind of exe file or something? Any advice would be more that welcomed :downs:.
"-shaderedit" in your mod's launch properties
[QUOTE=dead.pixel;32023837]"-shaderedit" in your mod's launch properties[/QUOTE] Hmm, that did nothing.
[QUOTE=Zay333;32025097]Hmm, that did nothing.[/QUOTE] You haven't implemented it correctly then.
[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] Weed and this. Yes. People rating me dumb don't know how to have fun. I ain't mad.
[QUOTE=Scoooby;32230095]Weed and this. Yes. People rating me dumb don't know how to have fun. I ain't mad.[/QUOTE] LSD , not weed. And I'm having some trouble getting to grips with the editor... gunna have to figure out what half of it is actually doing
[QUOTE=Instant Mix;32238732]LSD , not weed. And I'm having some trouble getting to grips with the editor... gunna have to figure out what half of it is actually doing[/QUOTE] Well it's quite easy if you look at it from a math point of view. For instance, if you start a new post process, and then create a dot product from vectors-> dot product and then link the RGB to the dot product and a vector of 0.3,0.59,0.11 to the second input on the dot product you can make desaturation. You have to then multiply the result of the dot product by 1 1 1 to convert it to RGB desaturation. Then just append the multiply with A from the scene. [hd]http://www.youtube.com/watch?v=oHtWkFokzFQ[/hd] I'm too nice. :smile: - Reuploaded video in HD.
uhm [editline]11th September 2011[/editline] holy shit
[QUOTE=Instant Mix;32238732]LSD , not weed. And I'm having some trouble getting to grips with the editor... gunna have to figure out what half of it is actually doing[/QUOTE] I'm not saying this was like smoking pot, I just said I'd think it'd be fun to smoke pot and listen to music and play with this on. *sigh*, the Facepunch community never seems to change. Everyone is always so dense.
[url=http://cloud.steampowered.com/ugc/559794736771977480/824D76D3066096AC025528E5555FEF4EB998FD9D/]This editor is probably my favorite thing in the whole world right now.[/url]
Wish i knew how to use this shit proprely :v:
[QUOTE=Legend286;32239847] [media]http://www.youtube.com/watch?v=oHtWkFokzFQ[/media] I'm too nice. :smile: - Reuploaded video in HD.[/QUOTE] Could you please continue to make these tutorials, the last tut was uploaded like a month ago, and you said "I'll have another shader editor video up shortly" 3 weeks ago...
Holy fuck this guy is good [media]http://www.youtube.com/watch?v=8oWclYuKTk8[/media] Those speckles on the screen This one gets cool halfway through when he makes the blur depth based [media]http://www.youtube.com/watch?v=WOy8_E4v8io&feature=related[/media] [media]http://www.youtube.com/watch?v=YjzvvX9YSME&feature=related[/media]
[QUOTE=The Vman;32882027][media]http://www.youtube.com/watch?v=WOy8_E4v8io&feature=related[/media][/QUOTE] That is amazing and I want it now.
I should seriously try this out.
Oh wow those shaders are amazing, I want to see them all combined in a scene (ssao, anamorphic flares, depth of field).
That anamorphic is hawt. Cool how it's like the BF3 lens flares.
lens flare so realistic
I'm yet to try but would there be much stopping me from implementing this into Swarm SDK?
[QUOTE=layla;32888413]I'm yet to try but would there be much stopping me from implementing this into Swarm SDK?[/QUOTE] Swarm does not support custom shaders.
Dang it , it dosent work on swarm sdk :(
[QUOTE=StaT;33040174]Dang it , it dosent work on swarm sdk :([/QUOTE] An update has just been released, support for Alien Swarm included. [quote] [h2]Swarm info[/h2] The Alien Swarm support is based on a ported 2007 SDK since there is no official shader/materialsystem implementation source for swarm. Therefore you might experience inconsistencies primarily with scene shaders, some known differences are listed here: Applying alpha blended shaders to geometry in the scene which was opaque before may require you to reload the map, the entities might just disappear first. Flashlight projection on world geometry does not work at all. Swarm is capable of supporting custom vertex textures. [code] Changelog: Version 0.3 Changes: Added support for SWARM SDK Added more primitive types to the 3d preview Added tabs for flow graphs Added some help texts to the general tab in the node properties and a tooltip to the flowgraph Added unique texcoord dim setting for each stage of the vs input semantics Added support for alpha to coverage Added custom grass rendering code with morphing (optional) Added vertex compression support to the fallback shader Added vertex texture sampler implementation (SWARM ONLY) Added dialog to recompile all shaders that were selected for precaching. You will have to recompile old shaders once yourself first though. Added Miscellaneous nodes: group Added HLSL nodes: custom code, vertex decompress Added post processing nodes: RT, Material, Copy RT, Draw Material, clear buffers, update FB copy, Render view, push VP, pop VP, set RT Changed layout and color scheme (old scheme can still be found as ShaderEditorScheme_Old.res) Changed Skinning node to flip the binormal automatically (to compensate the inverted green channel in normalmaps) Changed flowgraph screenshots to use jpeg compression Fixed some memory leaks Fixed packed editor materials to unpack 'insert' keys improperly Fixed custom texcoord dimensions not being applied correctly Fixed mutable vparam node not updating hierachy on datatype change Fixed max amount of pixelshader constants being displayed as 14 instead of 13 Fixed vparam static ignoring first occurance of '-' in the vmt string Fixed tangentspace being broken on sphere mesh under certain conditions (will only work while you use the default texcoord input dimensions in the VS Input node!) Fixed flashlight code not binding cookie texture from dynamic flashlight state Fixed post processing shader preview + 2D preview not performing FB copy properly [/code] [url=https://developer.valvesoftware.com/wiki/SourceShaderEditor/Installation]Source Shader Editor - Download & Installation[/url] [/quote] And here are some shaders I made while I was testing it for Biohazard: Work in progress model reflective shader, normals distort the reflection based on a vmt parameter. [t]http://puu.sh/ijlG[/t] Model reflective shader (finished, scrolling worldspace reflection warp and other effects seen in the video) [t]http://puu.sh/isBo[/t] Colour blended sunrays (exaggerated for visualisation.) [t]http://puu.sh/ioEj[/t] Deus Ex: Human Revolution visor vision for weapon models: [t]http://puu.sh/ibX8[/t] And the included, new system for rendering grass sprites. [t]http://puu.sh/i4vk[/t] Finally, a screenshot from the post-processing chain editor. [t]http://cloud.steampowered.com/ugc/524904249358615161/1FFF9387409E8784FA59320AAFEE7B5E076BF2F3/[/t] [hd]http://www.youtube.com/watch?v=sPCuj48IiEs[/hd]
Sorry, you need to Log In to post a reply to this thread.