Works perfectly for me. Looks very good. GeForce 8400M GS.
Pixel Shaders examples
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Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Im curious what about making "drop shadow" pixel shader.
It could just add image's copy to X,Y offset of original object and set black colouring and transparency. Would be great for strings that are often hardly readble if you are using them in game and dont want to make extra black semi-transparent string for shadow effect.
Would it work? -
Quote from Blizna
Im curious what about making "drop shadow" pixel shader.
It could just add image's copy to X,Y offset of original object and set black colouring and transparency. Would be great for strings that are often hardly readble if you are using them in game and dont want to make extra black semi-transparent string for shadow effect.
Would it work?
There is already such a shader in Looki's shader pack -
MechaBowser: really? I cannot see it (even in the newer version). What is the name please?
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It's under "Effects" and called "Shading"
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Got it, thanks!
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Would anyone be willing to help me with one pixelshader? I'm trying to make normalmapping shader but it does not work very well. I dont know if its because of bad light vector or something inside shader itself(probably both).
here is link
Please login to see this link.
Any help would be greatly appreciated. -
The problem lies where you retrieve the vector from the normal map...
It will return values in the range 0 to 1 for the rgb values so your vector will always be positive..
You need to turn those values into the range -1 to 1 -
Thanks! It works perfectly now.
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Hey, I noticed on things like the Sin Wave and Underwater effect shaders, that if you apply them to a layer, and you scroll the window, the effect doesn't scroll along with it. I understand why this is probably the case, but is there an easy way to synchronize the scrolling with the frequency so that this does not occur?
I have it applied to a "water" layer that is under the "ground" layer (top down view) so that the water looks like it is moving. It works great, but the water speeds up/slows down when the character walks around, which looks really strange.
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Are there any shaders that create a nice paper-texture effect? Would be nice to be able to apply that to an entire layer and have a paper-look game
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Same here, there was a new pack on the way which had other stuff also. Im not sure what has happened to Sphax because there was a vector shape object being made also and then things just stopped and there has been no news in a long time now.
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I don't suppose anyone has a link to download Sphax's second pixel shader pack? Can't find a working link anywhere
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I sent you a PM with all of Sphax's extensions.
Marv
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I sent you a PM with all of Sphax's extensions.
Marv
Hey Marv-
Is there any way I could get in on that?Thanks so much!
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Anyone has the file from the OP? Link doesn't work.
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