Game Development Community

The BIG Shader Thread!

by TheGasMan · in Torque 3D Professional · 08/22/2010 (8:38 am) · 34 replies

Hopefully this thread will become a complete resource for finding, discussing, sharing, and selling "Shaders for T3D". If all goes well, this thread will boost the usable shader count for all of us. ;)

This thread covers;
- Discussion and fixing: T3D has many included shaders that are unused/and or/perhaps not working.
- Sharing: The forums have several shaders that can be added. So we'll make a list of links..Please add a link if you can.
- Buy Shaders: Some people sell shaders. The Liman package is great. (see links below)
____________________________________________________________________________


- Discussion and fixing:
Has anyone had success with any of the extra T3D shaders that are unused ? (Think TGEA shaders like: BlobRefractPix and many of the others moved over from TGEA, or even those from T3D development that simply are not shown in use.)

- Sharing Shaders:(be sure to look at dates and engine versions)
Konrad's Silhouette Shader
MattJolly Outline Shader:link1 Link2 1.1b code in case someone needs it
Underwater Effects Chat | Underwater effects files(made for 1.0)

- Shader Related Info:(be sure to look at dates and engine versions)
OverView of the T3D material system (GameClay)
[fix] Adding support to shader 2.0b and 2.0a - LOGGED
Use: "dynamicCubemap = true;" in your material for static object dyn cubemaps..duh:P
Implementing a new shader feature
PostFX transition Resource
Material/shader change info from 1.0.1 to 1.1
PostFx MatTextureTarget info(..*slash*materialsmat*slash*inTextureTarget.h)
TSE shader import thread(old but may be useful in some way)

- Buy Shader Packages:
Blog: Liman Vol.1
Blog: Liman Vol.2
Bitgap's CCK and Sahara


- Requested Shaders:
Vertex color texture blending Link for info
---> As of 9/30/2010 I have hired someone to write VCTB shaders/code. If all goes well, it should be done by mid-october. (did not happen and the TP sale may kill this project.

Motion Blur [well known]
---> n/a yet (but a link with some information is in this thread)

Object Caustics [too many types to link]
---> n/a yet

God Rays||Magic Rays - Available!
---> Ivan @ Liman has produced a glow effects shader package with this capability!

..add your request here! ..maybe someone will make it to sell or post a resource!

- Requested features related to shaders:
- shaders for GUI elements(generic request for bitmaps I suppose)
- particles (Tom Spilman mentioned this may happen in 1.2)


Engine versions mean changes, so please be specific in your posts!
& Thanks to TP for their hard work on T3D. ;)
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#21
09/15/2010 (9:12 pm)
@ Kory
I did mentioned the wetness shader (3#) btw. Anyways I do realize that TP will never release the shader they used in that video. Therefore someone in this community has to write this shader if we'll ever see it which is the reason why I'm trying to learn HLSL :P.

@ eb
Relevant link regarding motion blur (linky)...
#22
09/15/2010 (10:42 pm)
@Marcus, sorry must of looked right pasted it! I agree with you. I know a little about shaders but not enough to write my own. I would be willing to pay for it, if it was ever released. It would be nice to have that feature, considering unity 3 promises to have the feature within it at release. Anyways great thread, hopefully some great things will come from it.
#23
09/30/2010 (10:53 am)
Thread updated:
Blog: Liman Shader package Vol.2 "Glow Effects"

//
**THIS IS ON HOLD**-------------------------
About: "Vertex Color Material Blending"
**THIS IS ON HOLD**-------------------------
- I have drawn papers and agreed upon a price for Vertex Color Material Blending work with an experienced guy!
-*If anyone else has been working on this please contact me ASAP as so we don't end up working against each other on this!
**THIS IS ON HOLD** due to the situation at hand with TP and T3D.
//

@Marcus. Thx, any information is worth a note.

#24
01/18/2011 (10:41 am)
Anything new happening out there ?


Marcus released a wetness shader;
www.torquepowered.com/community/forums/viewthread/98745/6#comment-792275

I have a mirror for it: Here
#25
01/19/2011 (3:34 am)
yes, something new is in fact happening,

the PxFluid I have been working on is finished, code wise, and is fully functional.

its going to be a resource very soon, but I would like to have a shader for it, for the "pretty".

I do not have the shader skills to create an appropriate one,
hell I dont even know where to begin,

anyone interested in writing the fluid shader??
#26
01/21/2011 (11:26 am)
this here
is an awesome little free tool, it adds syntax highlighting to shaders in visual studio.

makes reading torque shaders sooo much easier.

#27
01/21/2011 (11:53 am)
thx for the share. I use;
Notepad++ & www.discoverthat.co.uk/games/edit-shaders.htm ..adding userdefined langs.
..if you use that link:add the bold part to the userlang;
<UserLang name="HLSL" ext="fx fxh hlsl">
#28
04/18/2011 (6:18 pm)
Is this lightning effect possible in T3D
www.youtube.com/watch?v=5M0_Pc-yCgM&feature=related
If not can someone help me create a good looking solution for it? Thanks in advance!!!!!!!
#29
04/19/2011 (9:56 am)
Kory it looks like all you would need to do is animate the emmissive value for the materials in question to achieve that effect.
#30
04/19/2011 (10:34 am)
It looks like there's just a super-bright light outside of the window that's being cranked up to HUGE brightness levels, and the light streaming in through the window is what you're seeing... That + HDR is the full effect.

You could either try to simulate the same (get a super-bright light, that casts a shadow so it only comes through the window, and then just on a timer or something crank up the brightness insanely high...

Just did a few quickie tests and by tweaking the HDR settings (specifically the overbright/bloom settings) I was able to get a light that flashed and caused the huge bright spots coming through the door of the station...
#31
04/19/2011 (3:01 pm)
thanks for the suggestion! @ Bryan is there any way you can post a video or screen shots?
#32
05/28/2011 (4:58 pm)
A skin shader (sub surface scattering) would be nice.

Might seem a bit too specific .. but can be used for other stuff then just skin.
#33
05/28/2011 (9:44 pm)
search the resources.
theres a 3 part skin shader resource from a few weeks ago.

search is our freind ;)
#34
09/06/2011 (10:01 am)
I've just posted a bunch of post effects as a resource here: www.garagegames.com/community/resources/view/21224
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