looks great Rush3Fan! Glad to see it being used
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- Shader Library For 3DRad...
Author Topic: Shader Library For 3DRad... (Read 14982 times)
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added:I'm not seeing any of these shaders in the download. They are .3dr projects right?
Specialty Shader Water_Plane_DL_Reflection_Wave
Specialty Shader NormalMap_DL_SubSurface_Color
Specialty Shader NormalMap_DL_SubSurface_Texture
Specialty Shader NormalMap_DL_SubSurface_Color_Fresnel_Edge
Specialty Shader NormalMap_DL_SubSurface_Texture_Fresnel_Edge
Specialty Shader NormalMap_PL_SubSurface_Color
Specialty Shader NormalMap_PL_SubSurface_Texture
Specialty Shader NormalMap_PL_SubSurface_Color_Fresnel_Edge
Specialty Shader NormalMap_PL_SubSurface_Texture_Fresnel_Edge
Specialty Shader NormalMap_CP_DL_SubSurface_Color
Specialty Shader NormalMap_CP_DL_SubSurface_Texture
Specialty Shader NormalMap_CP_DL_SubSurface_Color_Fresnel_Edge
Specialty Shader NormalMap_CP_DL_SubSurface_Texture_Fresnel_Edge
Specialty Shader NormalMap_CP_PL_SubSurface_Color
Specialty Shader NormalMap_CP_PL_SubSurface_Texture
Specialty Shader NormalMap_CP_PL_SubSurface_Color_Fresnel_Edge
Specialty Shader NormalMap_CP_PL_SubSurface_Texture_Fresnel_Edge
and projects for the above.
the shader scripts are in the "specialty" catagory:
objects\Script\settings\SHADERS\Specialty\...in PL,DL or Emissive sub folder.
objects\Script\settings\SHADERS\Specialty_CP\...in PL,DL or Emissive sub folder.
the projects are in the projects folder.
objects\Script\settings\SHADERS\Specialty\...in PL,DL or Emissive sub folder.
objects\Script\settings\SHADERS\Specialty_CP\...in PL,DL or Emissive sub folder.
the projects are in the projects folder.
Are there supposed any sample projects using the soft shadow shader? I tried all of the included projects and none of them had any soft shadows
ok point light soft shadows are now done, though we will have to wait till we get custom cubemap support for custom shaders, as at the moment all meshes useing the point light soft shadow shaders have to have the same shader in order to recieve shadows and share the cube shadow map which doesn't allow for using different shaders without hitting performance, so once we have custom cube map support I'll add it the shader set to the shader library and release this to the community.
Is this on the board? If so I missed it.
hi deebee see the post after that one, in it's pre release stage I've sent it out to those who have donated as a way of saying thanks for thier support.
HOW DO U USE THE SHADDER LIBARY FOLDER? HOW DO I ADD WATER TO 3D RAD? WHAT FILE DO I PUT THE SHADDER LIBARY FOLDER?
SORRY IAM NEW AND STILL GETING THE HANG OF THIS!
SORRY IAM NEW AND STILL GETING THE HANG OF THIS!
Not a star in these, but look at this post
http://www.3drad.com/forum/index.php?topic=4518.0
And this post:
http://www.3drad.com/forum/index.php?topic=565.0
It basicly works by addinga script object, pasting the shader code into it and then ... (linking it to the skinmesh?)
http://www.3drad.com/forum/index.php?topic=4518.0
And this post:
http://www.3drad.com/forum/index.php?topic=565.0
It basicly works by addinga script object, pasting the shader code into it and then ... (linking it to the skinmesh?)
whew! what a week! ok the Shader library for 33DRad is now available for 3Impact and for those who use 3Imact aswell as Rad like me can get it here.
a note on the Clip plane shaders for the 3DRad Shader library is, while I was converting the shaders to 3Impact I found a bug in the Skinned(boned) version of the clip plane shaders that when the skinmesh was orientated the clip plane orientated as well. to fix this do the following:
this line: float3 CP = ClipPlanePosition - mul(vso.vPos.xyz, mxWorld);
should be: float3 CP = ClipPlanePosition - vso.vPos.xyz;
very simple to fix. it only affected the skinned(boned) meshes and only with the clip plane shaders and is only noticable if the clip plane isn't at 0.0f,0.0f,0.0f orientations which is why I didn't notice it before.
ok be well.
genetransfer.
a note on the Clip plane shaders for the 3DRad Shader library is, while I was converting the shaders to 3Impact I found a bug in the Skinned(boned) version of the clip plane shaders that when the skinmesh was orientated the clip plane orientated as well. to fix this do the following:
this line: float3 CP = ClipPlanePosition - mul(vso.vPos.xyz, mxWorld);
should be: float3 CP = ClipPlanePosition - vso.vPos.xyz;
very simple to fix. it only affected the skinned(boned) meshes and only with the clip plane shaders and is only noticable if the clip plane isn't at 0.0f,0.0f,0.0f orientations which is why I didn't notice it before.
ok be well.
genetransfer.