Jump to content


Photo

GLSL custom shaders - a mapper wanted.


32 replies to this topic

#26 Abusimplea

Abusimplea

    Advanced Member

  • Member
  • PipPipPip
  • 500 posts

Posted 23 September 2018 - 11:48 AM

So GLSL allows mappers to include water that looks like https://www.shadertoy.com/view/Ms2SD1 into their maps?


  • RPGista likes this

#27 HMart

HMart

    Advanced Member

  • Member
  • PipPipPip
  • 747 posts

Posted 23 September 2018 - 02:14 PM

So GLSL allows mappers to include water that looks like https://www.shadertoy.com/view/Ms2SD1 into their maps?

 

Yes if TDM GLSL version supports those features but i'm sure is not a matter of copy pasting the shader code from shader toy, it needs to be reworked to support TDM engine particularities like lighting, geometry, etc.

 

About shaders one that i would love TDM to have some day is volumetric lighting.

 

https://www.shadertoy.com/view/4dsGRn  

 

Fallout4_graph05web.jpg


Edited by HMart, 23 September 2018 - 02:20 PM.

  • Judith, RPGista and Aosys like this

#28 duzenko

duzenko

    Advanced Member

  • Active Developer
  • PipPipPip
  • 1805 posts

Posted 24 September 2018 - 12:31 AM

So GLSL allows mappers to include water that looks like https://www.shadertoy.com/view/Ms2SD1 into their maps?

If it's using static vertex data then I think yes. In fact, I would like to work on that demo for TDM as a proof of concept and an engine capability check.

 

 

About shaders one that i would love TDM to have some day is volumetric lighting.

 

https://www.shadertoy.com/view/4dsGRn  

 

 

Can you insert a translucent cone in the skybox area? It might look like that.


  • HMart and Abusimplea like this

#29 Spooks

Spooks

    Advanced Member

  • Member
  • PipPipPip
  • 508 posts

Posted 24 September 2018 - 03:23 AM

You can put a cone model/brush with translucent textures but it won't look that good. Of note is that the shadertoy link presents volumetric lighting but the screenshot is god rays, which are a post-processing effect (still a shader, but different; they're always based on your view). I (and I know Judith, too) am waiting for the day to come where TDM might have the emissive materials from UE3 so that we may throw the current, ugly particle hacks for faking volumetric lighting away.


  • Judith likes this

My FMs: The King of Diamonds (2016)

 

Visit my Mapbook thread sometimes!


#30 Judith

Judith

    Advanced Member

  • Member
  • PipPipPip
  • 1724 posts

Posted 24 September 2018 - 03:29 AM

I (and I know Judith, too) am waiting for the day to come where TDM might have the emissive materials from UE3 so that we may throw the current, ugly particle hacks for faking volumetric lighting away.

 

Definitely, although I'm not sure why TDM can't have it already. AFAIK, this is just a posprocess effect. Edit: the main problem with TDM Bloom is that it can't go beyond the bounds of a model, at least not with current postprocess settings. Other engines allow that easily. Maybe it's because other engines have dedicated emissive slot, while TDM just uses blend add mode? No idea.


Edited by Judith, 24 September 2018 - 04:15 AM.


#31 duzenko

duzenko

    Advanced Member

  • Active Developer
  • PipPipPip
  • 1805 posts

Posted 24 September 2018 - 05:02 AM

I would suggest creating a separate forum thread with a feature request for emissive materials/volumetric lights.


  • Judith likes this

#32 Judith

Judith

    Advanced Member

  • Member
  • PipPipPip
  • 1724 posts

Posted 24 September 2018 - 05:29 AM

Awesome, will do that after work.



#33 VanishedOne

VanishedOne

    Advanced Member

  • Member
  • PipPipPip
  • 868 posts

Posted 24 September 2018 - 09:43 AM

You can put a cone model/brush with translucent textures but it won't look that good.

Although it needn't look that bad either: see http://forums.thedar...245#entry375979 for a basic example (easy to set up with func_beam entities). It won't react to the player's view angle or the visibility of the 'light source', though, which I think is the kind of thing Epifire was asking about in http://forums.thedar...sed-visibility/ -- so it could certainly be improved upon, and I'll be interested in the volumetric lighting thread.


Some things I'm repeatedly thinking about...

- louder scream when you're dying




Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users