Pixel Shaders Ideas/Requests - HWA
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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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Ok great thanks
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I don't know, maybe I was misunderstood.
It is more like the offset in the Active Picture where you can scroll the graphic in it in any direction.
So, if you have a perspective shader, you scroll the graphic, (using offset x or y) and it appears to be coming in or out.
Ex: Seamlessly tiled guitar frets in perspective look like they are pouring out from the background = 3D effect. Like Guitar Hero
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Ah, good. I misunderstood you!
Thanks for clearing things up. -
I would also love that "tile a graphic" shader!
Just something simple, like how the Quick Backdrop object works. I tried using the zoom+tiled+whatever effect to do exactly that, but it seemed to run very slowly and I'm guessing it was doing a lot of needless computation, so a 1:1 ratio tiler effect might be more efficient. One thing though; wouldn't the end result polygon have to be bounded into the same as the original? So if you had a 32x32 tile active object, you couldn't tile it to be 320x320. Instead you'd have to have a 320x320 object with a 32x32 tile in the upper left and tile it 10x10.
So it would look something like for inputs:
xSourceOffset
ySourceOffset
xSourceWidth
ySourceHeight
xRows
yColumnsIt would be even nicer if you could have wrapping borders, too! But that of course can be simulated by making it 1 tile buffer on each of the 4 sides and simply repositioning it. But yeah if thats the effect you're working on, I'd be most gracious. Could definitely use something like that
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You can create a 32x32 tile, apply the zoom+tiled+offset shader, resize the object in realtime to the desired size and then param the shader to tile the picture 10 times...
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Quote from Sphax
RobertRule: You should give more details about what you want because "swaying grass" don't tell anything about the effect you want, it depend on the camera point of view for example and also on the used sprites. A pixel-shader can't do the whole job for you, it's a combination between one or more sprites and pixelshaders.
Soz, there was a popular thread where it was discussed and requested by a few people a while ago, assumed most had seen it. I'll try and dig it out.
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Quote from RobertRule
Soz, there was a popular thread where it was discussed and requested by a few people a while ago, assumed most had seen it. I'll try and dig it out.
If it's the post I remember, the effect can't be done with a unique pixelshader (or it's not the better solution). The better solution is to use objects, sin and cos with the elapsed time and other tricks... -
Quote from Sphax
You can create a 32x32 tile, apply the zoom+tiled+offset shader, resize the object in realtime to the desired size and then param the shader to tile the picture 10 times...
I don't suppose you have any examples of this? I tried it but my game died of slowdown in the runtime. One main problem is that I wanted to use this to create a backdrop object that can load external images but still be behind the background layer (while in the same 'layer'). Maybe the Background Images Object isn't optimized for HWA effects?
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Any new on the replicate/tiles shader, were you making a new shaders pack Sphax?
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Yes, I'm making an update to the CS-ShaderPack.
About the "replicate/tiles shader", I've done it and it works well. -
Thats great to hear sphax!
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Quote from Algul
I would really like to see some shaderes that can create pseudo random patterns. Like "Perlin Noise".
Or even better some kind of caustic. Like Please login to see this link.
Not sure if they are even possible though.
I've searched a lot around the web and it seems to be too difficult for my Mathematics knowledge. Also, I'm not quite sure it's a good solution to do that through PixelShader because this algorithm seems to take a lot of time to compute (and is very complicate to fit a PixelShader2.0 I think).You should use a caustic generator to do that for you.
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Was there ever an update about when we might see pixel shaders that distort whatever objects are behind them? Like maybe blur things behind them or bend them like water droplets or something.
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It's in the current beta I think.
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I am new to pixel shaders, but can these be used to create perlin noise or greyscale heightmaps? If so, that would be absolutely perfect for my random map generator
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Afaik, pixel shaders will only alter the runtime appearance of already coded objects, and I doubt you can use them to create maps of any kind. That is, of course, unless you actually had the map generator draw your screen, and forcibly capture it via a screencapture extension and save *that* as your map, as an image file instead of an array or whatever
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You could use them im sure just like the recent julia set fractal examples and use pixel shaders to help draw the map. You could then put the actives on a layer above it. If you wanted to interact with the generated map though that might be a problem unless a good system was made.
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