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  • Fur Shader idea "request"

    Hi folks, I'm testing around with shaders and my question is now if someone of you have an idea how to create a mesh fur shader? My goal is something like this example (googled): http://www.nickyliu.com/v3/images/temp/furShaderTest.jpg It would be really nice if you have an idea. :) The gravity "falling...
    Posted to Using SunBurn (Forum) by Ole on 05-17-2013
  • disable/replace shader #if windows_phone

    I am working from the wonderful reflection example , and I am trying to add Windows Phone support to my project. I realize I can't use custom shaders on WP7 but I would like to find a way to disable/replace the custom shader so I can deploy to Windows Phone from within the same project. Currently...
    Posted to Using SunBurn (Forum) by maconbot on 01-23-2013
  • Tinting a Deferred rendered model with a custom shader

    We can render our models using the default Sunburn shader on our scene objects with these lines of code: SceneObjectHelper.SunburnSceneObject.StaticLightingType = StaticLightingType.Custom; SceneObjectHelper.SunburnSceneObject.CustomStaticLightingColor = col; But our own shader is just ignoring this...
    Posted to Using SunBurn (Forum) by 2.0 Studios on 06-11-2012
  • Unable to retrieve the ambient light color in my shader

    Hello Sunburn Community, I’m not sure if this is a bug or if I’m doing something wrong. I’ve been trying to create an “Ambient Light Shader.” This was supposed to be an easy first step towards more difficult shaders. Unfortunately I haven’t been able to get this first...
    Posted to Using SunBurn (Forum) by Aaron Benzel on 03-17-2012
  • 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
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