Great!
Thanks for your feedback! :-)
So since you mentioned shader, I seem to be able to use FX-shader right?
Here is a sample, a piece of code of one of my shaders I use (it is a nice human skin shader).
It is FX-shader and for how much I saw until now, should be compatible.
Do you guys think I could use my shader collection with this engine?
Sample:
//----------------------------------------------------------------------
//pmotskin
//
//----------------------------------------------------------------------
#define USE_MAINLIGHT
#define USE_SUBLIGHT
#define USE_NORMALMAP
#define USE_TEXTURE
#define USE_MATE_AMBCOL
#define USE_SPECULAR
#define USE_RIMLIGHT
#define USE_KERATIN
#define USE_SPHEREMAP
#define USE_SUBSURFACE
//----------------------------------------------------------------------
#define NORMALMAP_MAIN_FILENAME "dummy_n.bmp"
float NormalMapMainLoopNum = 1;
float NormalMapMainHeightScale = 1.0;
#define NORMALMAP_SUB_FILENAME "skin2_normal.bmp"
float NormalMapSubLoopNum = 30;
float NormalMapSubHeightScale = 1.0;
float MicroFacet = 0.30;
//----------------------------------------------------------------------
float SubsurfaceHLamb = 0.9;
float3 SubsurfaceCol =float3(0.2,0.05,0.02);
float SubsurfacePow = 0.9;
float SurfacePow = 2;
float SurfaceBias = 0.05;
float4 SurfaceCol =float4(0.9,0.8,0.6,0.3);
float TransparentPow = 1.1;
float TransparentRate = 1.0;
//----------------------------------------------------------------------
float SphereMapScale = 1.0;
//----------------------------------------------------------------------
float MainLightParam = 0.980;
float MainHLamb = 0.8;
float SpPowBias = 1.0;
float SpScale = 0.4;
float3 SpBias = 0.0*float3(1,1,1);
float RimPow = 2.9;
float3 RimRate = 0.1;
float SubLightParam = 0.13;
#define USE_SUBLIGHT_NUM 6
float SubHLamb = 0.9;
float MainLightAmbRate = 0.1;
//----------------------------------------------------------------------
#include "pmotskin_common.fx"
Or does 3dgs use something completely different for it's shader, a different syntax?