Here's effect I'm looking for:
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Preferably with the effect being applied to the entire layer and with "mask" being an object that can be moved. Do you know of any object or shader like that?
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Open a TicketHere's effect I'm looking for:
Please login to see this picture.
Preferably with the effect being applied to the entire layer and with "mask" being an object that can be moved. Do you know of any object or shader like that?
I think that should be doable but what to do with the "negative" part of the cropped area?
I mean all that's white in your picture, the "covered" part of the layer (the mask picture showing what's below)
should that be white, should that be a texture of your choice, a color..?
Or you mean to simply apply this to the "topmost" layer, and the mask would cut a (image shaped) hole to see layers below?
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Hm. Somethink like that;
or this
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I think that should be doable but what to do with the "negative" part of the cropped area?
I mean all that's white in your picture, the "covered" part of the layer (the mask picture showing what's below)
should that be white, should that be a texture of your choice, a color..?Or you mean to simply apply this to the "topmost" layer, and the mask would cut a (image shaped) hole to see layers below?
No, no. The red and green objects are separate actives that are cut into shape by the mask. The white portion is "transparent" part of the layer. Obviously the opposite, where it cuts a hole in the layer would be good as well. @Please login to see this link. I'll check out these, thank you.
//edit: the first one is almost what I need (shapemask.zip), however it has two issues: It cuts (or rather fills outside of the object with specific color) all the way through, which makes it useless to me, as I want only to cut through the layer the object is on without affecting upper/lower layers (think spray paint stencil/template and you'll be in the right ballpark) and the "filled" area is only as big as active that has mask, which, again, makes it useless to me as to use it effectively, I'd need active the size that is double of main game resolution (in my case it's 640x480, but think of people who'd like something similar and have games that are running at 1080p or bigger!), which again, makes it useless to me.
i will create shader for layer. with any size mask.
oh. i check. we can put effect on layer. a have some idea about this shader. I post it later.
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1. Shader on layer.
2. mask,mask coordinates and size must be aded to shader parameters.
3. there a some wrong coordinates when editing in clickteam. Clickteam affect by shader all layer at editing. But normal at run, check it.
Still doesn't work as it should. See the attached file. The goal is to hide all of the stuff in the layer except of what is under the mask. Which it doesn't fully do, and I'm not talking about just the editor rendering. Use the effect files that you gave in your previous ZIP file. We're almost there, but still not quite.
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//edit: Use mouse to move mask around.
Were you able to make it work?
I seriously wish CF had a visual shader editor like one in UE4 or Unity 2018 so I wouldn't have to beg for shaders.
Still doesn't work as it should. See the attached file. The goal is to hide all of the stuff in the layer except of what is under the mask. Which it doesn't fully do, and I'm not talking about just the editor rendering. Use the effect files that you gave in your previous ZIP file. We're almost there, but still not quite.
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//edit: Use mouse to move mask around.
its easy - replace first "color = maintexture;" in shader to "color = 0;"
I write shaders in clickteam editor.
its easy - replace first "color = maintexture;" in shader to "color = 0;"
I write shaders in clickteam editor.
OK, will try that and I meant shader editor like this:
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Maybe such thing is planned for CF3, but it certainly isn't in CF2.5.
//edit: Thanks to you, I made it. Your solution worked. I've also made a reverse effect where the mask basically cuts the hole into layer.
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1. Shader on layer.
2. mask,mask coordinates and size must be aded to shader parameters.
3. there a some wrong coordinates when editing in clickteam. Clickteam affect by shader all layer at editing. But normal at run, check it.
Hello. On Windows works as charm. But is it possible to get it work on android extension, too?
PS: Tried it but shader didn't do anything...
[MENTION=26765]Lukaaash[/MENTION]: The Android and iOS exporters don't currently support shaders.
[MENTION=8574]Darkhog[/MENTION]: Can you please post the reverse solution (where a defined mask area "reveals" the object it overlaps)? I am trying to do something where multiple objects appear to rise out of the ground and I want to hide the part of them below a specific Y value.
Can you please convert this shader to Direct3D 11?
Can you please convert this shader to Direct3D 11?
Did you ever find a converted version of this? I am trying to find a DX11 version as well.
Ported to DX11, haven't seen that people were asking for it.
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