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shadmar

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Everything posted by shadmar

  1. Here is a working copy of your shader in LE (had to see what it looked like): edgeglow.zip
  2. Well, you can change the emission shaders, a abit, you will only loose some color control over emission Pack emission color in one float, leaving fragData2 green and blue channel free. In the model shaders for emission: vec3 e = texture(texture4,ex_texcoords0).rgb; fragData2 = vec4(((e.r+e.g+e.b)/3),metalness,roughness,materialflags/255.0); all other model shaders: fragData2 = vec4(0,metalness,roughness,materialflags/255.0); and lighting shaders just add this below where emission is sampled : float metalness = emission.g; float roughness = emission.b; emission.rgb = emission.r*diffuse.rgb; Ofcource, your diffuse have to colorize the emission now instead of the emission texture.
  3. Going for specular gloss power Rastar?
  4. Another update - HDR shader now has automagic iris adjustment - old hdr shader is now renamed contrast shader.
  5. This was my approach a long time ago. When you know what makes'em tick, move on to more advanced stuff (you'll need some math knowledge), but mess around is fun.
  6. It's today at 0100 pm pst / 0900 pm gmt
  7. shadmar

    Bug fix update

    Restart Steam if that happens.
  8. If you want a quick solution for displaying charcters behind walls just raycast them from the camera something like this:. (will make it red and transparent and seen thorugh walls) if camerapick then material:SetDepthTestMode(true) material:SetBlendMode(Blend.Solid) material:SetColor(1,1,1,1) material:SetSortMode(false) else material:SetDepthTestMode(false) material:SetBlendMode(Blend.Alpha) material:SetColor(1,0,0,0.5) material:SetSortMode(true) end
  9. Or just cycle textures in one material, something like : in start() for i=1,numberfortextures,1 do tableoftextures[i]=Texture:Load("/path/to/texture"..i..".tex") done then in update() i=i+Time:GetSpeed() if i>numberfortextures then i=1 end material:SetTexture(tableoftextures[math.floor(i)])
  10. I tested your house, noticed the editor getting sluggish very fast. That house is made from hundreds of csg items. An export with the uvmap would be great.
  11. You can obj export this, and bring it back as model, and instance it.
  12. For the sake of controlling light on water during a day/night cycle and amplitude. Water.shader, change : vec3 sundir = vec3(0.707,-0.707,0.707); to uniform vec3 sundir = vec3(0.707,-0.707,0.707); Underwater.shader, change: float amplitude = 0.25; vec3 sundir = vec3(0.707,-0.707,0.707); to uniform float amplitude = 0.25; uniform vec3 sundir = vec3(0.707,-0.707,0.707);
  13. That is writen for forward rendering.. view direction is your eye vector which would be in LE: normalize( modelvertexposition.xyz - cameraposition ) normaldirection should be ex_normal or computed normals with normals map. lightdirection can't be fetched. or that is you can, but you need to calculate it in your app for 1 light and send it.
  14. Is anyone able to use this? @ocean and @DooMAGE, what kind of OS are you using?, have you tried unsubscibing re-subscibe? I don't know, there isn't much I can do about it. Josh?
  15. Another update - Added auto dof settings for water wich chromatic aberration if dof is used. - Added tests for cameratype for all shaders. - Lensflare now occludes when under water. Recommended Shaders with water usage (in this order) : 00_Underwater+Caustics 04_pp_dof 08_pp_bloom 99_pp_fxaa -
  16. Looking good but, please recalculate those normals on that crate using angle, using average nomals on a box makes it look fat
  17. For clipping geometry shader for correct reflections, you can use: if (cameramatrix[1][1] >= 0.0 || geometryposition.y > waterlevel ) { .. render stuff made by geometry .. }
  18. Yes, I tested against cameramatrix[1][1] to figure out if it was the reflectioncam.
  19. Thanks! Some changes today : - Caustics scale with depth - Caustics now only shows on top of items in the water. - Water fog now inherits the water color
  20. Added 00_Underwater+Caustics Uses wooble, caustics and fog, will self detect when under water.
  21. Ok, but uniform vec3 cameraposition; seems to return reflection camera position. and if you test for camara position in lua-posteffect file's Render() function it also returns refelectioncam pos.
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