Posted By: myrlyn68
Shader Based Water Fx - 10/02/03 04:18
As opposed to hijacking a post (my bad Ventilator...) a new thread should be created.
The demo found here on ATI's website should be easy enough to do with 3DGS. While I haven't seen any realease notes other then the Beta for the A6 shaders, all the commands used are pretty standard. The biggest benefit here, is the bump mapping (to create waves) and then applying a bit of a pixel shader on the high spots. It gives a very nice appearance.
To really sweeten the pot, you will also want to take a look at this (password required). It will allow you to take the light from the surface - refract it through your wave patterns and generate the light/dark spots on the floor of your body of water. Unfortunately the procedure used there does require DX9. Not that big of a deal though, as it can be done with a few tweaks using DX8 compatable shaders.
Granted since I don't have the Beta, I can't really say what is fully supported with A6 shaders, but I am assuming that it will have no problems with standard DX functions. Just something for you guys to run with while we wait.
The demo found here on ATI's website should be easy enough to do with 3DGS. While I haven't seen any realease notes other then the Beta for the A6 shaders, all the commands used are pretty standard. The biggest benefit here, is the bump mapping (to create waves) and then applying a bit of a pixel shader on the high spots. It gives a very nice appearance.
To really sweeten the pot, you will also want to take a look at this (password required). It will allow you to take the light from the surface - refract it through your wave patterns and generate the light/dark spots on the floor of your body of water. Unfortunately the procedure used there does require DX9. Not that big of a deal though, as it can be done with a few tweaks using DX8 compatable shaders.
Granted since I don't have the Beta, I can't really say what is fully supported with A6 shaders, but I am assuming that it will have no problems with standard DX functions. Just something for you guys to run with while we wait.