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Shaders

Shaders

Postby epsilonion » 28 Sep 2015, 18:16

I have been looking at some great work someone has been doing on shakers on a different enginehttps://dl.dropboxusercontent.com/u/11319604/screenshot138.jpg..

That's the anamorphic shader...

I would like to learn how to make such shakers to use in skyline if that's possible? I have seen loads of tutorials on this subject...

Some of the effects you can get are amazing
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Re: Shaders

Postby Shando » 29 Sep 2015, 01:38

Hey Buddy,

Have you taken a look at the Ogre Shader page:

http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Shaders&structure=Cookbook

There's a pretty good intro to writing shaders in Ogre here:

http://www.ogre3d.org/tikiwiki/tiki-index.php?page=JaJDoo+Shader+Guide&structure=Cookbook

I haven't delved this deeply into Ogre yet, so SP & SF probably know a lot more about shaders than me! But, I believe you can use HLSL (DirectX), GLSL (OpenGL) & CG (NVidia's cross-platform language) shaders in Ogre, though JaJDoo does recommend picking one and sticking with it.

Finally, Skyline only has DX9 graphics at the moment, so your choices are somewhat limited to HLSL & CG only.

Hope this helps.

Shando

PS: There is a mention of Anamorphic in this post on the Ogre forum:

http://www.ogre3d.org/forums/viewtopic.php?f=25&t=83663

Where it looks like you might need DX10+ to implement it??
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Re: Shaders

Postby StarFire » 29 Sep 2015, 15:09

You can program shaders in skyline, hlsl,cg,(glsl,gles when we open the openGL libs again)are all supported. you need to use your own hand written material to access the shaders and the material editor ubre settings will not work as you would be using own shader. The Ubre shader is itself programmed on Skyline so that shows what you can achieve with a bit knowledge ;)

Dont underestimate DX9 most of the effect shown can be done on DX9, the only problem sometimes is reduced instruction set, but there are always other commands and trick tyo employ to get around any limitation. Lets face it Skyline has full GI and ambient normals on DX9 and still I can throw more at it! ( displacement, rim, glow, emissive still to add in when have spare time)

As for post processing there is even trick for this ;)

I personally still think there is more scope for DX9. :D

What do I look forward to DX11-12?
Tessellation shading, DX12 faster pipeline(not supporting less than win10 at the moment)
A few more instructions to play with. Oh and to be able to add the nvidia post effects library.
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