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AppGameKit Chat / [STICKY] Useful Community Shaders Project

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fubarpk
AGK Developer
13
Years of Service
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Joined: 11th Jan 2005
Location: Adelaide
Posted: 17th May 2018 22:36 Edited at: 17th May 2018 23:52
Thanks Janbo for some reason I thought it may change the default shader for the other objects
but silly me ofcourse it only changes the one shader crazy I know.

I just got so caught up with the fact the shader didn't account for light fog and shadows I didn't
stop and think did it need them. Ohwell it was a task to do and I made the adjustments and it still
worked so it might help with other shaders I want to modify to account for these factors.
fubar
nonom
User Offline
Joined: 12th Nov 2017
Playing: Pirates!
Posted: 18th May 2018 00:32
Just for clarify, I love your work but,

janbo wrote: "Of course its not impossible but also not trivial."


Monhs ago I sent to you this link, and did a post with my own suggestion, but I'm trying to get feedback for the community .

Maybe with some support it can be done by myself.

Water is not just a ripple effect, just remind that. As I said in the past the water effects deserve his own pack/s in the most part of the 3d engines.
http://www.nyan.cat/pirate
nonom
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Joined: 12th Nov 2017
Playing: Pirates!
Posted: 18th May 2018 00:34
The support may start maybe being positive
http://www.nyan.cat/pirate
janbo
9
Years of Service
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Joined: 10th Nov 2008
Location: Germany
Posted: 18th May 2018 12:38 Edited at: 18th May 2018 14:53
Quote: "Monhs ago I sent to you this link"

Yes you did, and I looked over it but I guess I wasn't ready for this at the time and had to many other things needing my attention.
Now I temporarily implemented it in the current water shader just to see how things go.
So, I want to give you this feature but am not sure how to split the water shader up.
I don't just want another copy of the Water shader but with the caustics feature, I want differences...
best would be if I can make a water shader aiming for weak devices and one with all features aiming at fast mobiles and PC.
I feel like the current water shader is to demanding for some mobile devices so thats something I want to address too.

Water needs distortion thats for sure... so it would go into the shader for weaker devices.
I also think screen space reflection isn't too demanding, so thats in too.
Now I could make a third shader which is using vertex displacement for ocean waves plus caustics.
just thinking out loud: I now get the impression I should leave the current shader as is for pool and lakes as there isn't much need for caustics then make another one for oceans and one for mobile ?
Is that what you wanted ?
nonom
User Offline
Joined: 12th Nov 2017
Playing: Pirates!
Posted: 18th May 2018 13:09
The current water shader is awesome. It's nothing related with the ShaderPack, I'm using your watter effect and is enough for me, so I love and recommend this pack. Because is the best to polish our games.

Your work around shaders is excellent , so any opinion from you is always valuable for me. What I learned of shaders was on this thread and learning from your threads and ShaderPack, both opened my mind about glsl

janbo wrote: "Is that what you wanted ? "


Yourself said it's needs different shaders, it remembers me what I was saying.

nonom wrote: "As I said in the past, the water effects deserve his own pack/s in the most part of the 3d engines."


So just give thanks all the contributors, specially that pack from janbo which is the best reference for me.

I won't nothing just post some feedback.
http://www.nyan.cat/pirate
nonom
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Joined: 12th Nov 2017
Playing: Pirates!
Posted: 18th May 2018 13:11
About the time, Your time is Yours and just I could say thanks for the big effort
http://www.nyan.cat/pirate
janbo
9
Years of Service
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Joined: 10th Nov 2008
Location: Germany
Posted: 18th May 2018 18:30 Edited at: 18th May 2018 18:31
Alright then I'll try my best.
Today I played with gerstner waves to distort the terrain mesh. Works good except of some culling problems, but I'll get there...
If you have some more questions, please ask away
fubarpk
AGK Developer
13
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 18th May 2018 20:36
Quote: "Today I played with gerstner waves to distort the terrain mesh. "

Curious how that works out as i tried a parabola effect with memblocks but when i tried to animate it the frame rates went out the window


fubar
janbo
9
Years of Service
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Joined: 10th Nov 2008
Location: Germany
Posted: 21st May 2018 21:25
Well as its a visual effect only and I don't need the mesh to react to something, I can easily distort the vertices in the vertex shader.
Basically its a bunch of sinus curves layed over each other.

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