Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/25/24 10:20
Trading Journey
by howardR. 04/24/24 20:04
M1 Oversampling
by Petra. 04/24/24 10:34
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Scripts not found
by juergen_wue. 04/20/24 18:51
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
StartWeek not working as it should
by jcl. 04/20/24 08:38
folder management functions
by VoroneTZ. 04/17/24 06:52
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (EternallyCurious, Quad, vicknick), 700 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 47 of 61 1 2 45 46 47 48 49 60 61
Re: Shade-C v0.91 BETA S1 RELEASED [Re: painkiller] #411146
11/13/12 18:39
11/13/12 18:39
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Quote:
No news, except that Kartoffel sent over a nice Bloom/HDR mod which will be implemented next.
just if someone is interested in what exactly it includes:

- (imo much) better overall bloom quality
- some improvements in the blending-mode of the bloom and lensflare effect
- a video-grain effect
- a vignette effect
- (kinda filmic) tonemapping

Last edited by Kartoffel; 11/13/12 18:40.

POTATO-MAN saves the day! - Random
Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #412786
12/03/12 09:58
12/03/12 09:58
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
What about built-in vegetation shader? laugh Would be great!!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Shade-C v0.91 BETA S1 RELEASED [Re: 3run] #412805
12/03/12 14:13
12/03/12 14:13
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
What exactly do you mean with "vegetation shader"?
A shader that does for example the grass animation or something like this?


POTATO-MAN saves the day! - Random
Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #412806
12/03/12 14:54
12/03/12 14:54
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
shader, which will support main shade-c stuff (shadows etc, plus normalmapping) and will do grass animations etc. I guess that I can implement the one from gs, but it will be better to have such stuff build-in!


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Shade-C v0.91 BETA S1 RELEASED [Re: 3run] #412808
12/03/12 15:16
12/03/12 15:16
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Shade-C uses deferred rendering so all the lighting is done by post-processing shaders which means that you don't have to do any of this in the object shader.

It also uses a default material which allows you to create a shader by just commenting / uncommenting #defines and it supports custom pixel- and vertexshader
which can be used for example to enable vertex displacement - like for vegetation shaders wink

Well, this probably sounds a bit complicated now, but it really isn't laugh

you set some material settings like this:
Code:
//assign skins
#define SKIN_ALBEDO (skin1.xyz) //diffusemap
#define SKIN_NORMAL (skin2.xyz) //normalmap
#define SKIN_GLOSS (skin2.w) //glossmap
//...

#define NORMALMAPPING //do normalmapping?

#define GLOSSMAP //entity has glossmap?
#define GLOSSSTRENGTH 0 //glossmap channel will be set to this value if GLOSSMAP is not defined


and create a custom vertex shader for the animation:
Code:
#define CUSTOM_VS_POSITION
float4 Custom_VS_Position(vsIn In)
{
	float3 P = mul(In.Pos, matWorld);
	float force_x = vecSkill1.x; 
	float force_y = vecSkill1.y;
	
	float speed = sin(vecTime.w * vecSkill1.z);
	
	In.Pos.z += speed * force_x;
	
	return mul(In.Pos,matWorldViewProj);
}


You don't have to worry about the lighting, normalmapping, shadowmapping, etc.
that's all done by the default material and the deferred rendering wink


POTATO-MAN saves the day! - Random
Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #413344
12/12/12 13:52
12/12/12 13:52
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
Finally someone making use of the shader hookups. Hooray! laugh

No update from my side due to heavy workload at the university. I really hope to have some time during the christmas holidays to implement Kartoffels Stuff.

Can't believe it's been over 2 months since the last update. Why is time passing so fast in this last few months... tired


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #413346
12/12/12 14:15
12/12/12 14:15
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
you should go to holiday in the next semester to deal with only shade-c laugh


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Shade-C v0.91 BETA S1 RELEASED [Re: sivan] #413811
12/18/12 13:41
12/18/12 13:41
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
Update

Quote:

- Changed sunshadows from ESM to PCF
- Added sunShadowRange parameter to manually limit the PSSM Shadows for those who don't need dynamic shadows in the far distance
- Added sunShadowBias parameter
- Fixed Particle Rendering (BRIGHT flag now works as it should)
- Not really fixed, but "not as broken as before": Far clip aliasing (was resulting in black stripes and dots). Still not right as very far objects aren't affected by sunlight. But it's not as noticeable as before.
- Proper sky clipping for the sunshader. Sunlight should be rendering faster now if parts of the sky are visible on screen.
- Various Bug fixes i can't remember wink


This update fixes most of the bugs we encountered in CSiS.
Also sunshadows should now render correct on all systems (there were problems with filtering before on some systems).


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 BETA S1 RELEASED [Re: BoH_Havoc] #413817
12/18/12 15:33
12/18/12 15:33
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
New update, yay grin


POTATO-MAN saves the day! - Random
Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #413837
12/18/12 21:30
12/18/12 21:30
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
Hotfix
Quote:
MLAA was resulting in a black screen in some cases due to a wrong StencilBuffer


https://github.com/BoHHavoc/ShadeC-EVO


Shade-C EVO Lite-C Shader Framework
Page 47 of 61 1 2 45 46 47 48 49 60 61

Moderated by  aztec, Blink, HeelX 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1