Shaders

From GameStudio Wiki

Jump to: navigation, search

Here you can find shaders and information on how to use them, for other uses see Shader (disambiguation).

Contents

Introduction


  • Shader hints
    - some general purpose code for using fog, sun light, and dynamic lights in HLSL shaders
  • Mirror shaders
    - some hints for using the Render-To-Texture feature (view.bmap) to create realtime reflections.

Tutorials

Here you can find tutorials on how to use shaders and how to adapt them for your purposes.

3DGS Specific
  • ColorOp
    - Overview of the operations that can be used with PS and FF (not complete)
Others

Shader list

This is just a selected list of user created shadereffects. They are mostly for special purposes; for normal shader effects you can use Gamestudio's integrated shader library. The following universal shaders are already integrated in Gamestudio: terrain multitexturing, cartoon shading, environment mapping, gooch, normalmapping, bump mapping, blinn mapping, phong mapping, parallax mapping, occlusion mapping, wind animation, glass, chrome, mirror, water, blur, bloom, dilate, displacements, erode, bleach, sepia, emboss, posterize, lens.

DX9 Modelrendering

Image:tnmultitexturing0kp.jpg HLSL Terrain Multitexturing
v.s. 1.1 / p.s. 1.3 + 1.1
Image:tnfur8mp.jpg Fur Shader New
v.s 1.1 / p.s 1.4
Image:tnfur8mp.jpg Yet Another Fur Shader
v.s. 1.1 /p.s. 1.4
Image:HatchingProview.jpg Hatching Shader
v.s. 1.1 / p.s. 1.1
Image:BlurPistolShot.jpg Blur_shader
v.s. 1.1 / p.s. 2.0
Image:multitoon.jpg Toon Multitexturing
v.s. 1.1 / p.s. 2.0
Image:cartoonworm2web8hh.jpg Simple Toon Shader New
v.s. 1.0
Image:tnsimpletoon6mb.jpg Simple Toon Shading
v.s. 1.1 / p.s. 1.3
Image:NMShader.jpg Old Normalmapping Shader
v.s. 2.0 / p.s. 2.0 (Just 2 Lights)
Image:BetterNormalMapping.jpg Normalmapping Shader
v.s. 2.0 / p.s. 2.0
Image:Nm_shot0.jpg Normalmapping Shader With full specmap support
Use this shader if you need full specmap support
or if you are using blender to bake your normals
Image:tnwavinggrass0ps.jpg Waving Grass 1
hlsl, v.s. 1.1 / p.s. 1.1
Image:tnwavinggrass0ps.jpg Waving Grass 2
asm, v.s. 1.1 / p.s. 1.3
Image:Planet_small.jpg Planet shader
v.s. 2.0 / p.s. 2.0
Image:Earth_glas_small.jpg Earth glas shader
v.s. 2.0 / p.s. 2.0
Image:Crystal.jpg Crystal shader
v.s. 3.0 / p.s. 3.0
Image:indoors_ray_hybrids.jpg GPU ray tracing
v.s. 3.0 / p.s. 3.0
- -

DX9 Postprocessing

Image:Bloom.jpg Bloom
p.s. 3.0 + fallback to 2.0
Image:Brighten.jpg Brighten
p.s. 2.0
Image:Colorintensity.jpg Colorintensity
p.s. 2.0
Image:Negativ.jpg Negative
p.s. 2.0
Image:Monochrome.jpg Monochrome
p.s. 2.0
Image:BlackWhite.jpg Black and White
p.s. 2.0
Image:Emboss.jpg Emboss
p.s. 2.0
Image:Dream.jpg Dream
p.s. 2.0
Image:SimpleBlur.jpg Simple Blur
p.s. 2.0
Image:ComplexBlur.jpg Complex Blur
p.s. 2.0
Image:DepthOfField.jpg Depth of Field
p.s. 3.0 + fallback to 2.0
Image:SobelEdge.jpg Sobel Edge
p.s. 2.0
Image:Sharpen.jpg Sharpen
p.s. 2.0
Image:Pulsating.jpg Pulsating
p.s. 2.0
Image:Frost.jpg Frost
p.s. 2.0
Image:Screenwaves.jpg Waves
p.s. 2.0
Image:ShakeScreen.jpg Shake
p.s. 2.0
Image:rain_drops.jpg Raindrops
p.s. 2.0
Image:ScrachedFilm.jpg Scratched Film
p.s. 2.0
Image:Sepia.jpg Sepia
p.s. 2.0
Image:SecurityCam.jpg Security Cam
p.s. 2.0
Image:Oldscool.jpg Oldscool
p.s. 2.0
Image:DirtyToon.jpg Toonshading
p.s. 2.0
Image:DirtyToon2.jpg Toonshading with Outline
p.s. 2.0
Image:Lightwave.jpg Lightwave
p.s. 2.0
Image:SSAO_thumb1.jpg SSAO
p.s. 3.0

DX8 Modelrendering

'Note: Some DX8 effects need small corrections in order to run with DirectX9! Vertex shaders need a different vertex stream declaration (see update63.txt), some () have to be changed to {}, oFog.x has to be changed to oFog, some fixed function keywords are case sensitive now,... the error messages are more precise now so it should be quite easy to figure out whats wrong.'

Image:tnmultitexturing0kp.jpg Terrain Multitexturing
v.s. 1.1 / p.s. 1.3 + 1.1
Image:tnfur8mp.jpg Fur Shader Old
v.s. 1.1 / p.s. 1.1
Image:tnwavinggrass0ps.jpg Waving Grass
v.s. 1.1 / p.s. 1.3
Image:GlowGlowGlow.jpg Glowing Edges Shader
v.s. 1.1 / p.s. 1.1 (for old A6 versions)
Image:GlowGlowGlow.jpg Glow Shader With Alpha Support
same shader type as above, with alpha
Updated Bubble Shader
v.s. 1.1 /p.s. 1.4
Complex glass
vs11ps20
Simple glass
vs11ps11
Simple Water
vs11ps11
Image:ProjTex2.jpg Texture projector

Fixed function effects (are working with all 3DGS Editions)

Image:AlphatestPreview.jpg ImprovedOverlay
(alpha-test material)
Image:UVShiftAlphaClamp.jpg UV shifting + alpha clamp
Cubic Enviroment Shading Shader LuminosityMapping
Image:FFPDetailmappingProview.jpg Detailmapping for Levelgeometrie Image:FFPDetailmappingProview.jpg Detailmapping for Models
Image:CubeReflDetail.jpg Detailmapping with Cubemapreflections CubicEnvironmentMappingOnLevelGeometry
Image:FFPDot3BumpProview.jpg DOT3 BumpMapping Image:ReflectingFFPWater.jpg Reflecting Water
Image:Multitex.jpg Terrain MultiTex
Blends 3 textures and a shadowmap.
Image:Multitex.jpg Terrain MultiTex 2
Blends 5 textures.
Image:PTexSmall160.jpg ProjectionTexture Image:VLC.jpg - -

Links

Internal (this wiki)
Cubemap Rendering Script - how to render a cube map from within the engine
External
NVIDIA Shader Library
ATI shader examples

Directx8.1 effect file states

Personal tools