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Normal-Mapping Shader (The Best @ vsps2.0)
#120711
04/01/07 16:31
04/01/07 16:31
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Here's a great NormalMapping shader compiled at vertex/pixel shader 2.0 using two passes. Download Here!This shader started from Matt_Aufderheide's NM shader, then passed to Bloodline where he added more light passes, then to William where he added more features, and last but not least to xXxGuitar511 where he optimized, and added some additional features as well. The heart of this shader is its lighting algorithms, provided by Matt_Aufderheide. The Final product is a NM shader which supports: - Dynamic Sunlight - 3 Dynamic Lights - Static Lighting - Specular Lighting - Fog (mostly ) as well as: - Great speeds - adjust settings through material - fully supports scripts "Customize" menu in WED If you have any requests for this shader, such as adding more light passes, then just post them here. But remember, the more passes you add, the slower the shader will run! Instructions for use:
Advanced users: include <NM.wdl>;
Beginning users: - Open your project in WED, then go to the [resources] tab. - Open the main script for your project. By default, this will have the same name as your map. - Scroll down a few lines until you find your [included] files. When you find these, at the end of the list, add the line: include <NM.wdl>; - Save your script, and then close it. - Apply the material mat_NM to the models you wish to have NM on. - Your done!
For this shader to work, you MUST have a NormalMap in the second skin of your model. For a great tutorial on NM, look HERE.
Note: Dynamic lighting only supports the light color, not direction. Therefore, A direction for static lighting must be "faked". The direction used for static lighting in this shader is the sun_dir.
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: lostclimate]
#120714
04/01/07 17:05
04/01/07 17:05
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
OP
Expert
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Joined: Mar 2006
Posts: 2,503
SC, United States
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@Frank_G: Yeah, I saw (& used) your contribution. Thanks, it actually helped me very much!
BumpMapping on terrains could be very slow. I've already made my own multitex shader (part of a project I'm going to sell), but it doesn't use normal maps. This would be easy to add, I'm just not sure how fast (or slow) it would run.
BTW: yeah, I did forget to add the link, it's up now. I realized that right after I posted, lol.
xXxGuitar511 - Programmer
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: xXxGuitar511]
#120716
04/01/07 19:58
04/01/07 19:58
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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TOP contribution Guitar !! Btw, thxn for the screenies, it gives the users a good impression of what this is capable This all results in a super 3 rating Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: Normal-Mapping Shader (The Best @ vsps2.0)
[Re: frazzle]
#120717
04/01/07 20:28
04/01/07 20:28
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
OP
Expert
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OP
Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Ha, thanks Frazzle...
I'm basing future developments of shaders on the results of this contribution. This shader turned out very well. I was surprised at the speed I got from it. Most shaders I run will make the FPS crawl, with this (in the environment shown), I recieved approx 30-40 FPS. Not too bad for A6 rendering. When used with Sylex or Sphere, it should be great!
I tried to describe how to implement it the best I could, because every shader topic I read, someone asks "How do I use it?".
xXxGuitar511 - Programmer
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