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  • Emissive Map Glow

    Hi, I've tried out the emissive maps and they work great except they don't actually "glow", which is kind of necessary for my game. I've heard about using the HDR to make it more glowy, but I don't think that's quite the effect I'm looking for. The other method I've...
    Posted to Using SunBurn (Forum) by JacKAsterisK on 02-01-2012
  • Enabling Material Tiling in Blend.fx

    Hello, What would it take to modify the Blend.fx effect so that material scale/tiling was enabled? I modified the effect so that the variable shows up in the editor but I'm shaky on coding the HLSL. Thanks, Adam
    Posted to Using SunBurn (Forum) by Adam Kane on 07-13-2011
  • Re: NormalDepth Custom Shader

    Howdy! I do not understand how the normals in the deferred buffers are being calculated. (see below) I am a student planning to enter imagine cup using sunburn this semester. I have been an “invisible” community member(err now “pro” right?) for awhile now but I read the forums...
    Posted to Using SunBurn (Forum) by Voidness on 11-26-2010
  • float2 in .mat files

    Hi, I tried to write an Ocean Shader in Sunburn, and now I am almost finished, but I want to manipulate certain shader variables in the editor. For example the WaveDir0, which indicates the direction of the first wave: float2 WaveDir0 = float2(-1,0); Now I added a line to the mat file: WaveDir0: -1.0...
    Posted to Using SunBurn (Forum) by Kevin31 on 10-31-2010
  • Custom Forward Shader an AlphaBlend

    Hi, I've implemented a quite basic shader that I'm loading as demonstrated in the Custom Effect sample. The goal is to render a simple Quad with two textures that are unlitted. I've developped the shader with Nick gravelyn's Shader Toy which uses a simple XNA Game viewport to render the...
    Posted to Using SunBurn (Forum) by Philippe Da Silva on 09-16-2010
  • Simple Diffuse unlit Deferred Shader

    Hi guys, I'm getting stuck on this one and feel ashamed not moving on with such a simple thing. I got most of what implies making a Deferred Shader that uses all the great built in lighting, specular, depth SunBurn features but I can't get a result for a simple diffuse shader. Let me explain...
    Posted to Using SunBurn (Forum) by Philippe Da Silva on 08-19-2010
  • How to use FullFrameQuad?

    Hi, Could anyone come up with a small Update/Draw sample code on how to use FullFrameQuad? I've been trying to use it for the whole afternoon with no success... and can't get any idea on what I'm doing wrong... Just for some clarification: I'm simply creating a Fade In / Fade Out effect...
    Posted to Using SunBurn (Forum) by Philippe Da Silva on 04-07-2010
  • SAS Bindings and Deferred Rendering

    Are certain SAS bindings only made in forward rendering, and vice versa? Specifically, I'm trying to grab the light direction of the first directional light in the scene to use in applying specular highlights to my water shader. While my binding seems to be identical to that of some forward rendered...
    Posted to Using SunBurn (Forum) by Duncan Blair on 03-08-2010
  • Cubemapping/Shaders and Sunburn Rendering

    G'day, I've managed to get a cube map rendering outside of sunburn onto a sphere. Now I want that sphere to cast shadows as well as be cube mapped. But I am stumped, and I am using deferred lighting. Currently I have 3 stages for rendering my cube map: Generate the map. I do this by rendering...
    Posted to Using SunBurn (Forum) by 2.0 Studios on 02-19-2010
  • PostProcessor, Rendering outside of SunBurn

    Hi, In my prototype, I'm now rendering a Starfield generated using Custom geometry rendered between the SceneInterface.BeginFrameRendering() and SceneInterface.RenderManager.Render() calls. I added a new HighDynamicRangePostProcessor instance to the SceneInterface.PostProcessorManager as demonstrated...
    Posted to Using SunBurn (Forum) by Philippe Da Silva on 02-18-2010
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