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Re: What are you working on?
[Re: 3run]
#440777
05/01/14 21:48
05/01/14 21:48
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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it's just a star shaped bloom shader >.> ( you're clearly playing too much shooters xP ) edit: it's just the suns brightness I guess.. it should be waay higher but I didn't want you to go blind with a little bit more realistic brightness, staring directly into the sun would look like thisbut thanks! (even if the water shader could use a lot of work and optimizations ._.)
Last edited by Kartoffel; 05/01/14 22:00.
POTATO-MAN saves the day! - Random
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Re: What are you working on?
[Re: DLively]
#440902
05/05/14 17:32
05/05/14 17:32
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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@MasterQ32: Valve released a Paper about this topic, as they needed this in L4D 2. Though i can't remember where it was :|
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: gri]
#440982
05/08/14 11:41
05/08/14 11:41
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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reworked my water shader, and modified the editor panel accordingly. hopefully it can produce less plastic-like results, and if using a higher poly water terrain (65x65) vertex waves have real effect (but it could be improved further). shore fade-out is also smooth now. new reorganized gui: stronger ripples (normal map based) and vertex waves: blending in a foam texture (can be set to have wave height dependent intensity): and one without foam:
Last edited by sivan; 05/08/14 12:38. Reason: one more pic
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