Advanced Unreal Super-Shader
Uploader Comments (kazeohin)
Top Comments
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That is really impressive, do you have any real deadline of when you will release your product?
All Comments (39)
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Isn't this the same sort of shader that Crytek used in Crysis to render rocks. If I remember correctly it was extremely resource heavy even for a Nvidia 450 or ATI 5770.
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@oliball123 they are used for everything from object materials/textures through environmental effects to just generic effects. the main point being they're able to manipulate 2D image/picture/texture (if we're talking about pixel shaders) like photoshop effects can, and in many many other ways, but in real time.
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if it's possible to instance geometry on other geometry, you might want to look into adding locusts into this system =D
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at first I thought it looked below average, worse than bump mapping even, but that was before you modified depth and it looked much more defined.
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Dude that's amazing, good work!
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PERFECT !!!!!!! Great job !!!!
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Erm, no, that's not a steep slope parallax mapping demonstration, it's just a cube with a texture, normal map, and reflection, if you are using parallax, then #1. It's a poor demonstration and #2. It's a lot of wasted resources on something that could easily be done with a normal map instead.
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howdy
how did u just create tesselation with bumpmapping depth?
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I have seen this in flight sims, to give a 3d effect to the top of clouds in: Rise of Flight, DCS series, Lock on series.
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actuallu you cant use this in game cose it is very heavy
Any chance you can give us tips? I know about Normal Mapping and Texturing and Have made a set of Texture, Normal and Ambient Occlusion maps but dunno what to do with the Ambient Occlusion and Displacement maps.. O.o
appledrum2a 1 year ago
@appledrum2a I've played around with AO maps. The best way to implement them is complicated, and requires a custom lighting solution, but I won't get too far into that. Essentially AO maps are designed to give the shader more "pop" in ambient lighting. Ambient Lighting is non-directional, thus normal details don't shine through. Don't over-use the effect, or you get the 'bruised' effect of shaders exhibiting too much contrast in light. Personally, I don't bother with them at all anymore.
kazeohin 1 year ago
Compared to dx11 tessellation, how resource heavy is this shader?
Dskater101 1 year ago
@Dskater101 : I don't currently have a DX 11 video card, however I can tell you that the shader has 'levels' of power/detail. The highest 'level' is closing in on 200 instructions, however the 'medium' brings it under 120 instructions (whilst still giving a good effect) and all of the 3D bumping can be turned off and just leave the vertex blending with less than 70 instructions per pixel.
kazeohin 1 year ago
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pixphi 1 year ago
@pixphi Nothing would make me happier than sharing my work with the community. However: I'm creating a product; a product that will eventually go for sale. Once that product is for sale, you can feel free to shower yourself in its code like a duck bathing in a fountain.
kazeohin 1 year ago 21