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pfx_pow.png
 

pfx_pow.png


klepto2
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A small Posteffect experiment with a simple scattering algoithm (not the precomputed one, but o'neils) 

The detail power lies in the posteffect / shader system of Ultraengine. In Leadwerks you needed to create a lua script and pass all needed data to your shader.

In this case:

In leadwerks i would have to iterate over all lights, calculate the vector and last pass it to the shader. if i want to have multiple lights to effect the shader i have 2 options: execute the pfx for each light source once ( with a last step to scale the colors down) or to create a limited array with the vector data for all lights.

In UltraEngine this is all not needed as you have access to all engine data within the shader at nearly every time. Here i am just iterating through all directional lights inside the shader, no need of counters or vectors passed, i get instant access to the direction, color and everything else.

That makes it real fun to build and write shaders.

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3 hours ago, SpiderPig said:

Do you have plans to sell any of your work?  I'd be interested to buy your pre-computed sky :D

Indeed i plan to sell it, but before that i need to resolve some things. A lot of refactoring, making it easier to use and i need to wait for some engine refinements, so that it will actually work really fast.

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