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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: Ch40zzC0d3r]
#407514
09/14/12 08:55
09/14/12 08:55
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Joined: Apr 2005
Posts: 795 U.S.A. Michigan
exile
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Joined: Apr 2005
Posts: 795
U.S.A. Michigan
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Understandable, however I have my origin in the main menu set at 0,0,0. Its almost as though nothing is rendering except panels. If I find a resolution I will post it in the wiki.
Last edited by exile; 09/14/12 09:01.
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: exile]
#407557
09/15/12 16:09
09/15/12 16:09
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
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You have to use Shade-c's object shaders. Have a look at the "fx" folder as well as "common.h" in the example folder.
If you want to use your own shaders, you have to call sc_skill(entity, SC_OBJECT_PASS, SC_PASS_FORWARD); for every object that uses a custom shader. These object will then be rendered in a traditional forward renderer instead of shade-c's deferred renderer. Please note though, that you should only use custom shaders where you can obsolutely not use shade-c's objectshader, as custom shaders don't work together with a lot of Shade-C's effects (lights, shadows, ssao, depth of field, etc.). The only objects you might want to render in forward rendering are translucent objects. Everything else should be rendered using Shade-C's objectshader.
Please note, that all code in the example/fx folder will be moved to default.fx and the .fx files in the example/fx folder will only contain #defines and variables in the future. This is needed for easier updating the objectshader code in the future.
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: BoH_Havoc]
#407574
09/15/12 23:19
09/15/12 23:19
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Joined: Apr 2005
Posts: 795 U.S.A. Michigan
exile
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Ah I see now, got it working One thing I think would be great to add is different types of material shaders. Like Lava Water Grass Tree Plastic Rubber Plasma etc... Not sure if they can be useful but I have been trying to find a way to recreate some of the Unreal Engine 3 material shaders in A8. I can share them if you like.
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Re: Shade-C v0.91 BETA S1 RELEASED
[Re: BoH_Havoc]
#407638
09/17/12 12:41
09/17/12 12:41
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
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New Update: https://github.com/BoHHavoc/ShadeC-EVO - Lightbuffer is now packed to support HDR (well... MDR at least) - Lights support HDR values now - Fixed bug where spotlight shadows didn't get updated when the light was rotated - All lightshaders were merged and put in default.fx - Tweaked SSAO for a more realistic behaviour. Now only dark areas will be affected by SSAO. If the user does not want this, he can tweak the ssao to also be visible in bright areas - Added additional scatter shader to bloom - Added LOW, MEDIUM, HIGH and ULTRA quality setting for SSAO - Light flags now work as they should
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