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Work in Progress / [STICKY] Ultimate Shader Pack

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Freddix
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Posted: 7th Jun 2006 23:56
@X-Trade : you may maybe replace your sprites with billboards near of the camera ?
I'll try sprites on HDR shader to see if I can find a solution for that

All we have to decide is what to do with the time that is given to us.
QuothTheRaven
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Posted: 16th Jun 2006 09:14
Quote: " WOW! that is amazing stuff...if you change the diamond to a sphere in the ufo "glass" and squish it using scale it makes a cool magnifying glass."

Is there a way to make the UFO glass shader not be so low quality? I'd love to actually be able to see the other side of the object, IE making a fisheye lense effect that has good clarity.

Jack
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Posted: 24th Jun 2006 22:46 Edited at: 25th Jun 2006 00:21
Is it possible to use a per pixel lighting shader on a complex
object? e.g a whole level or a character.

Cash Curtis II
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Posted: 27th Jun 2006 06:59
I love the HDR shader. It really brings an environment to life.

Does anyone know how to make it less of a resource hog? It just kills my FPS. I'd love to use it though.


Come see the WIP!
Math89
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Posted: 27th Jun 2006 10:44
You can lower the 2 last values but it must still a power of 2 (do it for all cameras).
Irradic
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Posted: 1st Jul 2006 16:24
This Shader pack is great, unfortunately I wasn't able to test all of it yet. However I do have one question. Is there a Normal Map Shader included that works with skinned meshes ? So far I only found Normal map shaders that work with static objects. At the moment I'm looking for one that would work with animated character models.
Aaron Miller
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Posted: 9th Jul 2006 09:10
Too big of download... I will search for these later on (Since I have Firefox, i just have to download in parts, however it hasnt been letting me do that lately)

Very good otherwise!

I finally have a NEW computer!!!
Windows XP Pro, AMD Athlon 64-BIT Processor, ATI Radeon Graphics, Windows Vista compatable, DirectX 9.0c, 2 Hard Drives, 6 Extra Drives, etc. etc.
Freddix
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Posted: 10th Jul 2006 23:24
@Jack : theorically, yes...
@Irradic : theorically they should ...

I've seen that Evolved made news demo on his website so, I'll update USP with these new ones and will uploade a new version. It will be version 1.0 finale.

All we have to decide is what to do with the time that is given to us.
Freddix
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Posted: 17th Jul 2006 18:23
Ver 1.0 finale is out :

http://cordierfr.free.fr/UltimateShaderPack1.0finale.zip

All we have to decide is what to do with the time that is given to us.
Hawkeye
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Posted: 17th Jul 2006 18:29
Wayhallywhoo!


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Medieval Coder
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Posted: 19th Jul 2006 13:27
Execellent!

Hawkeye
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Posted: 19th Jul 2006 22:24
Haven't tried all of them out, but the flashlight shader is nifty. The hdr shader suddenly only gets 10 fps (old version would get an easy 60), what's up with that?


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
BiggAdd
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Posted: 20th Jul 2006 21:44
Aah! Great work Freddix and to all those who made the shaders. Its truly brilliant...

Medieval Coder
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Posted: 20th Jul 2006 21:51
An even better idea would be:
The Ultimate Shader Tutorial Pack


I tested them (well...a lot of them..), and they work great!

BiggAdd
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Posted: 20th Jul 2006 22:57
i've used them all and not had a probelm with any of them.

jasonhtml
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Posted: 20th Jul 2006 23:04
Quote: "The Ultimate Shader Tutorial Pack"


yes! we need something like that very much!


Thread: http://forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
*New Website Coming Soon*
JulesD
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Posted: 24th Jul 2006 16:52 Edited at: 25th Jul 2006 16:14
@Evolved

How about a sky system using shaders.Sun, clouds, lens flare, moon and what ever else. And a book or pfd file on how to create your own shaders.

Just a thought, but I'm sure I'm not the only one dreaming that. I love your work, i've tried to pick up on shader programming, but smoke started coming out of my ears,lol.

Thanks for those shaders, and of coarse any one else who has made a shader.

@freddix
I know I mention a sky system and you've got a plugin with a sky system, which I purchased and love. But I would just like to see a GPU only version.
JulesD
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Posted: 24th Jul 2006 16:57
@Evolved

How about a sky system using shaders.Sun, clouds, lens flare, moon and what ever else. And a book or pfd file on how to create your own shaders.

Just a thought, but I\'m sure I\'m not the only one dreaming that. I love your work, i\'ve tried to pick up on shader programming, but smoke started coming out of my ears,lol.

Thanks for those shaders, and of coarse any one else who has made a shader.

@Freddix
I know I mention a sky system and you\'ve got a plugin with a sky system, which I purchased and love. But a would just like to see a GPU only version.
Freddix
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Posted: 24th Jul 2006 18:12
@JulesD : I've DL many french tutorials on SHADERS coding but I didn't get enough free time to start learning.
I agree that a sky system using shader may be nice but ... will it be possible to develop one that handle day/night cycle ?
And, I also love Evolved work on shaders :p they're really great and we can't thanks him enough regarding to the amount of work he made !

All we have to decide is what to do with the time that is given to us.
Chris Franklin
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Posted: 24th Jul 2006 18:13
Why did you double post?

Platformer Compo!
WHITEKNUCKLE IS BACK! Check the wip boards for more info
Gil Galvanti
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Posted: 25th Jul 2006 04:02
Wow, never actually took a look at this and downloaded it. Amazing, thanks for compiling all this .

Pirates of Port Royale
Live the life of a pirate.
JulesD
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Posted: 25th Jul 2006 16:13
I'm not sure what happened.
Nicholas Thompson
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Posted: 30th Jul 2006 22:19
This is fantastic!!!!!!!!!

[center]
BiggAdd
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Posted: 31st Jul 2006 01:40
Quote: "Why did you double post?"


Chris do you ever put anything at all useful into the community?

MrJosE
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Posted: 5th Aug 2006 21:06
I tried recently to use the water shader, on a large plain, with the extends sky system above. However i get some really crazy results, and im not too sure what i need to do to fix it. I have some shots below to show the issue:




Mr-JosE
Freddix
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Posted: 5th Aug 2006 22:53
can you send me per mail (@ freddbprojects@wanadoo.fr) your sample that show the problem and I'll try to find a solution

All we have to decide is what to do with the time that is given to us.
Green Gandalf
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Posted: 24th Aug 2006 15:30
@Evolved

I've tried your bumpmapping FX files from the Ultimate Shader Pack, but the reaction to the lights doesn't seem quite right when the object is moved. I think the following line



should be



or something like that, in a couple of places.

I've tried writing a bumpmapping shader to do much the same thing (using your ideas for multiple lights) with directional lights and some extra features, but it is much slower than yours. Not quite sure why (I do make a lot of use of vector normalisation which could be part of the problem). I've posted the code on the DBP board.
BatVink
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Posted: 29th Aug 2006 12:59 Edited at: 29th Aug 2006 13:00
I can't get the cube mapping shader to work outside of the demo, can somebody explain which parts are essential?

It will only work with the cube0.dds file in the demo, any other image crashes the program when you try to load with texture type 2 for use with a cubemap.

Even when it is compiled and the cubemap is applied, it has no effect. I'm using a dbo model file, does this make a differece?

This bit screws up my main texture, and UV maps it at 1/5 scale...



Here's my code...



The last "TEXTURE OBJECT" line has no effect, whether it is included or not.



TEH_CODERER
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Posted: 29th Aug 2006 15:17
Yeah, I also have that problem. I can only use 1 of the 3 images supplied with the demo; everything else crashes the program.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Green Gandalf
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Posted: 30th Aug 2006 20:50 Edited at: 30th Aug 2006 22:24
Strange. I haven't tried the FX file outside the demo - but I was able to use a different cube map within the demo as follows:



The extra cube map was just any old cube map constructed using 6 arbitrary simple images. It worked fine.

Will see if I can get the FX file working outside the demo.

Edit: spelling typo.

2nd Edit: The attached file is a simple demo of what the "sky.fx" effect is doing (sorry about the size). Will try to get a simple demo of the other fx file later.

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Green Gandalf
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Posted: 30th Aug 2006 22:57
@BatVink

Quote: "I can't get the cube mapping shader to work outside of the demo, can somebody explain which parts are essential?
"


Here's a simple demo of the CubeMapping.fx file in action. Hope this and my previous post work OK. Let me know if you still need something explained.

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TEH_CODERER
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Posted: 31st Aug 2006 18:50
How do you create a cube map image?

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
BatVink
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Posted: 31st Aug 2006 19:25
Got it! The cubemap stage has to be stage 1, 0 being the base stage. I was specifying stage 2.

However, changing the UV tiling for the cubemap still changes the main texture too.



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Green Gandalf
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Posted: 31st Aug 2006 23:34 Edited at: 31st Aug 2006 23:39
@andrew neale


Quote: "How do you create a cube map image?
"


Good question. I only discovered how by accident a few days ago myself. There seems to be something lurking on my system called the DirectX Texture Tool (the shortcut is "CX90SDKUtilitiesDxTex.exe") which suggests I must have downloaded the DX9 SDK in a rare moment of enthusiasm. I found this tool by accidentally opening a ".dds" file before looking at the extension - and, hey presto, all my dreams were answered! The tool supports cube maps among others and they are very easy to make if you have six images handy.

Post if you need any more help on this.

Edit: Meant to include comment for BatVink as well: It is possible the problem you are having is related to some problems reported by CuCuMBer (I think) on the Bug Reports list. Have a look there. I think the order of the files is determined by the order they are declared in the shader - haven't checked this for cube maps though.

2nd edit: Oops - just noticed the interesting shortcut! However supper beckons so it'll have to stay as is.
TEH_CODERER
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Posted: 1st Sep 2006 12:15
Yay! Thank you! I already had the SDK as well as I am trying to learn C++ at the moment.

[url]andrewneale2004@yahoo.com[/url]
http://www.elbsoftware.dbspot.com
Roxas
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Posted: 4th Sep 2006 20:02
Water shader dosent support ps 1.4

FFXI <3
The admiral
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Posted: 6th Sep 2006 03:56
These shaders are good but alot of them are too slow to be viable for games...

The admiral
Green Gandalf
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Posted: 6th Sep 2006 11:54
Quote: "These shaders are good but alot of them are too slow to be viable for games..."


True, but they help some of us learn how to write shaders and to find out what they are capable of.

Hints and demos of how to speed them up would be very helpful ...

(I've tried replacing a calculation with a lookup from a precalculated texture and this speeded up one of my shaders. But not enough to be very useful. Still working on it ...)
Duffer
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Posted: 24th Sep 2006 23:09
@ Freddix,

Only just got wise to this excellent thread - unfortunately your final version download link dosnt seem to work now.... help.

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Freddix
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Posted: 25th Sep 2006 16:05 Edited at: 25th Sep 2006 16:23
This link:
http://cordierfr.free.fr/UltimateShaderPack1.0finale.zip
Work perfectly for me...
If it really does not work for some peoples, I'll setup a mirror.

EDIT:
Here is a mirror for finale 1.0:
[href]files.xquadeditor.com/UltimateShaderPack1.0finale.zip[/href]
(link added on the First post page)

All we have to decide is what to do with the time that is given to us.
Roxas
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Posted: 26th Sep 2006 12:50
Could you please devolplent some water shaders for older grapchis cards i really need it thanks

Lost in Thought
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Posted: 26th Sep 2006 13:09
I somehow missed this Looking great. Is there a standard blend mapping shader in it? If we had one, we could do .x with lightmaps from CShop. I could apply the blending shader to the limbs

TEH_CODERER
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Posted: 1st Oct 2006 18:48
@Roxas - I've edited one of Evolved's for just this purpose. I'll neaten it up and post it soon.

Roxas
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Posted: 1st Oct 2006 19:16
OO you are the best.. Unless it dont work on me

TEH_CODERER
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Posted: 3rd Oct 2006 18:16
Try this. If it doesn't work then let me know and I'll try and make it even worse in a good way! Lol!

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Roxas
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Posted: 4th Oct 2006 15:30
Dosent work... its still using PS 2.0 and VS 2.0 if the FX file is right one..

Freddix
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Posted: 4th Oct 2006 15:57
@Andrew: Can I include your water shader demo in the next Shader Pack release ?

All we have to decide is what to do with the time that is given to us.
TEH_CODERER
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Posted: 4th Oct 2006 18:03
@Freddix - If you think it is any good then yeah!

@Roxas - Sorry. What can your card support?

Roxas
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Posted: 4th Oct 2006 18:29
my card supports SM 1.4 = PS 1.4,VS 1.4

And thanks really much if you get working with my card.. Its Radeon 9250 HID so my graphc card si piece of crap ><

TEH_CODERER
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Posted: 7th Oct 2006 17:48
Right. I'll take a look.

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