Hello, I'm afraid it isn't - And currently, no one can make a pixel shader for that (except Yves&Francois)... I'm sure you will be able though once... be patient :/
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Hello, I'm afraid it isn't - And currently, no one can make a pixel shader for that (except Yves&Francois)... I'm sure you will be able though once... be patient :/
Hi everyone !
Here is a [color:#FF0000]new PixelShaders demo for my upcoming new version of CS-Shaders pack[/color]. ;)
In this pack you'll get a lot of new Shaders like:
[color:#FF0000]- [/color]Shaders to change 1 to 3 palettes
[color:#FF0000]- [/color]Shaders to magnify and/or distort the background (with or without blur)
[color:#FF0000]- [/color]Shaders to change the rendering quality thanks to the algorythms Scale2x, CS-Scale2x, TV and also maybe SuperEagle (currently it don't works well) and HQ2x (currently, it don't works at all ^^).
[color:#FF0000]- [/color]Shaders to add a shadow to the object - smoothed or not (look at the next version of ijiwaru world preview here)
[color:#FF0000]- [/color]Shaders to put a texture in a define colored zone (useful to create a kind of static reflection, have a look to the water in ijiwaru)
[color:#FF0000]- [/color]And some others shaders... ;)
You can already have a look at the preview of some of those shaders (have a look at this example) to see a live demonstration of what can be done thanks to those shaders! ;)
When can we start to see shaders that distort or refract images behind them?
Woah, that's freaking awesome! The SuperEagle shader is really impressive. Probably uses the new fPixelWidth/Height values :P
@BrandonC: I'm currently working on some of them, post ideas in Novabrain's thread, I'll try to realize them ;) (And I'm sure others will, too)
In fact, it's not the SuperEagle one which is demonstrated in the example, it's the CS-Scale2x (a sort of Scale2x that I've modified for a better result but a bit slower).
The SuperEagle I've implemented don't works completely and I don't know why...
Also, fPixelWidth and fPixelHeight were very helpful (but it could be better to have implemented them in a float2 instead of to separated values). :)
About the background distortions:
;)Quote:
Originally Posted by Sphax
EDIT: I've reuploaded the example with some details to understand how it works.
This is odd. I only see the head and shadow in the first box in that example. The colors do change via the dropdown.
There is no body and the two other boxes have nothing in them at all.
I have a GeForce 7300 LE. Latest DirectX 9.
You need PixelShaders3.0 for the body (I'll try to fit this shader into PS2.0 but it has too many instructions currently).
PixelShader 3.0 is 100% supported by my videocard and it still only displays the head.
GeForce 7900gs
PixelShader 3.0 is really buggy in MMF. For most of you guys, it repeats the very first pixel, which is invisible, so the whole body is completely invisible. It works fine for me. A while ago, PS 3.0 didn't work in MMF here, though - Didn't change any hardware.
Yes, my card supports PS 3.0 as well.
Strange... I'll definitely try to fit this shader to a PS2.0 one but I must find a way to avoid too many instructions...
Also, is the head well colored for you? On the computer at my work it didn't works (no colorization for the body and bad colorization for the head)
Everything works perfectly here. 6600 GT
If the example don't works and you have a card which can support PS2.0/PS3.0, I think it only depends on the installed drivers for your graphicCards. Try to update your drivers and retry.
Don't think so. At my dad's, I can play any game on high quality, and I was even able to combile ps 3.0 shaders in RenderMonkey. However, they're not working in MMF.
Strange, I hope Yves will correct this issue with PS3.0...
Also, MMF2 return "15237" for my Pixel-shaders version of my configuration... What does that mean?
Your video card supports PS 152.37 :)Quote:
Pixel Shader Version = major version * 100 + minor version, for example 104 if the video card supports shaders 1.4.
Outputs 300 for me, 3.00.
OK... It's bugged if you concatenate the pixelshaders version in a string with "Str$()".
I've updated the example to transform the Pixel-shader to colorize the body (3 palettes replacement) from a PS3.0 to a PS2.0. :D
You can redownload it here from the same URL: http://ijiwaru.free.fr/downloads/CS_pixelshaders_test_units.rar
Please, tell me if it works better for you. :)
It sounds like Yves should know about the PS 3.0 problem that some of us are having.
That new version works fine for me, Sphax. That's a great example and I bet it is going to be popular with game creators who want to allow easy customization of characters, and more.
He already does, but he's clueless. I don't even get how it could be his fault, it's like CompileShader("Code","PS 3.0"); in the end.
Works perfectly for me. Looks very good. GeForce 8400M GS.
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 packQuote:
Originally Posted by Blizna
MechaBowser: really? I cannot see it (even in the newer version). What is the name please?
It's under "Effects" and called "Shading"
Got it, thanks!
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
http://loki.utkr.net/NormalMapping.zip
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..Code:float3 normal = tex2D(NormalMap, In.Texture);
You need to turn those values into the range -1 to 1
Code:normal.r = normal.r * 2 - 1;
normal.g = normal.g * 2 - 1;
normal.b = normal.b * 2 - 1;
Thanks! It works perfectly now.
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.
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 :)
looking forward to any of these.Quote:
Originally Posted by Sphax
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. :(
I don't suppose anyone has a link to download Sphax's second pixel shader pack? Can't find a working link anywhere :(
I sent you a PM with all of Sphax's extensions.
Marv
Anyone has the file from the OP? Link doesn't work.