Source Shader Editor, a WYSIWYG shader editor from our frien

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Source Shader Editor, a WYSIWYG shader editor from our frien

Postby Legend286 on Wed Jul 20, 2011 12:12 am

This WYSIWYG editor allows the user to create, compile and implement new shaders easily into a source mod without any preliminary knowledge of HLSL. The shaders are based on nodes which are connected over bridges to finally compose a flowgraph for each, the vertex and pixel shader (similar to shader/material editors that you may know from other engines). Any shaders created this way can be referenced by a vmt file in a similar manner to shaders that have been created through code.



You can read all about it and download it here:

http://developer.valvesoftware.com/wiki/Category:SourceShaderEditor

I'll make sure to update the thread with any useful information.

Update - 19/07/11 - 15:30:
    • Fixed framebuffer copy when motionblur / hdr is disabled.
    • Fixed grass sprites.
http://bio2k.homepage.t-online.de/shadereditor/v0_1/shadereditor_2.zip
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Armageddon on Wed Jul 20, 2011 12:34 am

old
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby stoopdapoop on Wed Jul 20, 2011 1:35 am

This thing is awesome as hell, I saw it on the "recent" page on the VDC and I shot about 10000 bricks.

This is like a source specific version of Rendermonkey.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Armageddon on Wed Jul 20, 2011 2:12 am

It's like a source version of kismet
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby stoopdapoop on Wed Jul 20, 2011 2:17 am

which is like a UE version of rendermonkey :D
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Habboi on Wed Jul 20, 2011 11:22 am

Which is like...Aw hell, never mind. This is fantastic for you Source modder's :D
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Legend286 on Wed Jul 20, 2011 11:37 am

Tbh, when he told me I wasn't surprised much, after all he has also rewrote the lighting system in his mod to be fully dynamic and deferred.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby FlynT on Wed Jul 20, 2011 3:20 pm

I like it, its something that improves your workflow and usability a lot. Dont know why valve never thought about something like this or if they have why they never put it in.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby zombie@computer on Wed Jul 20, 2011 4:19 pm

FlynT wrote:I like it, its something that improves your workflow and usability a lot. Dont know why valve never thought about something like this or if they have why they never put it in.

They were probably too busy adding bugs to the modding tools. To make stuff more exciting, ofcourse.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Zecrah on Wed Jul 20, 2011 7:27 pm

I think they were trying to filter it. This way, only those who have the capability to overcome the bugs get to make mods. Didn't work great but hey.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Armageddon on Wed Jul 20, 2011 10:25 pm

Image

Aw yeah, film grain n' vignette.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Legend286 on Thu Jul 21, 2011 11:36 am

Armageddon wrote:Image

Aw yeah, film grain n' vignette.


Nice, I also made a simple vignette when I first downloaded the tool.

Image
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Shirik on Thu Jul 21, 2011 4:52 pm

That's looks complicated! Is it possible to create some SSAO and PAralax Mapping with that tool?
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Surfa on Thu Jul 21, 2011 5:02 pm

Not by itself but with some tweaks to your mods code it could.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Armageddon on Thu Jul 21, 2011 5:44 pm

Legend286 wrote:
Armageddon wrote:Image

Aw yeah, film grain n' vignette.


Nice, I also made a simple vignette when I first downloaded the tool.

Image

That's a little over complicated. I just passed the TexCoords 0 through a subtract with a constant of 0.5 then ran that through a length and then ran the length through invert. Multiplied that by my whole grain effect appended it with a frame buffer and put that through the output. :) I didn't understand any of that two days ago.
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