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

Postby Shirik on Thu Jul 21, 2011 7:06 pm

Surfa wrote:Not by itself but with some tweaks to your mods code it could.

could you clarify this to me? What tweaks?
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Surfa on Thu Jul 21, 2011 7:21 pm

Well for starts to get a SSAO shader you are going to need multiple rt's and a high quality depth buffer with parallax mapping you might be able to create the effect but I am not sure haven't really looked into this shader editor.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Armageddon on Fri Jul 22, 2011 1:22 am

Image

Woot! Thanks to Biohazard for walking me through all of this, he's a pretty cool dude. :)
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Legend286 on Sun Jul 24, 2011 2:57 am

Surfa wrote:Well for starts to get a SSAO shader you are going to need multiple rt's and a high quality depth buffer with parallax mapping you might be able to create the effect but I am not sure haven't really looked into this shader editor.


You'll also need to recompile all the shaders with some edits, unless you want to try using 8bit depth info to do SSAO. Though I think Biohazard's gonna have a look and see if you can directly set what the framebuffer outputs.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby -=Biohazard=- on Sun Jul 24, 2011 9:57 am

Surfa wrote:Well for starts to get a SSAO shader you are going to need multiple rt's and a high quality depth buffer with parallax mapping you might be able to create the effect but I am not sure haven't really looked into this shader editor.


For proper parallax mapping (not that weird eye2world-normal dot offset thingy) you would probably be stuck when implementing the binary search, since there's no if/break (yet).

Legend286 wrote:Though I think Biohazard's gonna have a look and see if you can directly set what the framebuffer outputs.


Ehh, wat? Are you talking about manipulating the alpha depth scalar?
Also, changing the backbuffer format is impossible in the SDK so you could only render to custom RTs instead.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby kraid on Sun Jul 24, 2011 11:09 pm

Just out of interrest, would it be possible to create a lightmapped shader for props.
I know it's impossible to have it using a lightmap calculated by the compiler, but if there's an additional texture of the lightning and shadows baked from the 3D programm and it only has to react to flashlight and other dynamic lights like it was a real lightmap.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby -=Biohazard=- on Mon Jul 25, 2011 1:54 am

kraid wrote:Just out of interrest, would it be possible to create a lightmapped shader for props.
I know it's impossible to have it using a lightmap calculated by the compiler, but if there's an additional texture of the lightning and shadows baked from the 3D programm and it only has to react to flashlight and other dynamic lights like it was a real lightmap.


Sounds like you'd only have to add the rgb of an additional texture to the standard pass diffuse lighting, so yeah, that's possible.
I presume you'd want to remove the default directional lighting though. Since it's part of the dynamic studio lights, you'd have to disable it somehow by hand. The lighting origin in hammer could be used or you could just try to stomp the first channel of the vertex attn data for lights in the shader (that should always be directional lighting, if there is any, afaik).
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Gary on Mon Jul 25, 2011 4:02 am

RTT shadows being received by other models and them selves? Or is that not the shader's doing?
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby -=Biohazard=- on Mon Jul 25, 2011 10:55 am

Gary wrote:RTT shadows being received by other models and them selves? Or is that not the shader's doing?


The RTT shadows are just flat textures rendered like decals onto the world, so those have nothing to do with any shader trickery indeed. ;-)
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby deadpixel on Mon Jul 25, 2011 6:08 pm

Loving this editor. Got some cheap but passable god rays working. But I can't, for the life of me, get any good gaussian blur. Albeit, I have no HLSL experience.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Shirik on Mon Jul 25, 2011 6:10 pm

deadpixel wrote:Loving this editor. Got some cheap but passable god rays working. But I can't, for the life of me, get any good gaussian blur. Albeit, I have no HLSL experience.

May i see some images with GodRays?
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby deadpixel on Mon Jul 25, 2011 8:03 pm

Image

The only issue as that you only see these when looking toward the sun. I haven't figured out how to be able to see them from different angles with this method.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby Armageddon on Mon Jul 25, 2011 9:16 pm

Here is another sunray image.

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

Postby -=Biohazard=- on Mon Jul 25, 2011 9:51 pm

deadpixel, are you drawing the godrays onto a smaller fb now? I fear that people will just draw them fullscreen without post blur or w/e (which surely is a performance killer) although I warned about that on the wiki :? . You can just use directional scattering when viewfwd is perpendicular to the sun dir, that works okay, but inverting the samples when the sun is behind you looks super wrong, so I'd not bother with that (unless you want to use some crazy depth testing for those samples, which requires a larger depth interval first off).

Valve offers a gaussian blur shader pair with 11 samples by the way, and the next update will have an array node that can be autofilled with 1D or 2D gaussian weights at arbitrary size as well.
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Re: Source Shader Editor, a WYSIWYG shader editor from our f

Postby deadpixel on Mon Jul 25, 2011 10:20 pm

I am taking a rather chaotic approach to learning this...I just start connecting dots and seeing what happens. lol

Here are my nodes for the rays http://dl.dropbox.com/u/10645923/firearms/nodeview.jpg don't laugh too hard. I am sure there is an easier way to do everything I am doing here and still yield better results.

I have done some reading up on HLSL over the past couple days but I find it confusing translating what I read to the editor. It is like I am learning from two ends and will eventually meet in the middle.

Are there any plans to possibly be able to import existing .fx files? Also, for organization purposes, do you think it is possible to add collapsible frames? Something like the loop container that can be labeled and when collapsed will hide every thing contained inside.

Edit: Are there any plans to be able to apply multiple post-process shaders at once?
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