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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 by JacKAsterisK on 02-01-2012
  • SSAO Post Processor

    This is implementation (one of the many possible) of Screen Space Ambient Occlusion post processor. It's only for deferred render. SssaPostProcessor class public class SsaoPostProcess : BaseRenderTargetPostProcessor { private Texture2D m_RandomTexture; private Effect m_SsaoEffect; private Effect...
    Posted to Resources and Community Contributions by Filip on 07-31-2011
    Filed under: HLSL, post processor, postprocessor, post-processor, shaders
  • Low-res Post Processor

    A simple "retro style" low-res simulator (if you really want to reproduce that Commodore 64 feel but your graphics card won't allow it). Use the SimulatedResolution property to set the desired resolution (can be changed on-the-fly to produce a nice animated pixelating effect). The FX file...
    Posted to Resources and Community Contributions by CJ Bailey on 05-29-2011
    Filed under: fx, HLSL, low, low res, low-res, post processor, postprocessor, post-processor, resolution, shaders
  • Using Lumonix ShaderFX with Sunburn (noob tutorial)

    ShaderFX is a plugin created by Lumonix that permit to make shaders visualy in 3dS Max. The plugin is completly free for individuals and companies smaller then 2 employees. It can be downloaded from: http://www.lumonix.net/shaderfx.html In this tutorial (very simple, I know), we will do a shader that...
    Posted to Using SunBurn by eoigames on 10-27-2010
  • Re: UV Animation help

    I just do this shader with Lumonix's ShaderFX, I hope it works for you... /*** Generated through Lumonix shaderFX by: eoigames at: 26/10/2010 14:50:33 ***/ int texcoord0 : Texcoord < int Texcoord = 0; int MapChannel = 1; string UIWidget = "None"; >; float Scroll < string UIWidget...
    Posted to Using SunBurn by eoigames on 10-26-2010
  • Bloom Post Processor

    Since current SunBurn version doesn't provide a simple Bloom post processor effect, I thought I could share my own implementation with the community. This is based on the Xna Bloom sample found on the official website. NB: This is an updated article as my previous implementation wasn't blooming...
    Posted to Resources and Community Contributions by Philippe Da Silva on 09-22-2010
    Filed under: post processor, shaders
  • 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 by Philippe Da Silva on 09-16-2010
  • Forward Rendered

    This section discusses various ways to add custom forward rendered material effects to SunBurn. Custom Forward Rendered Effects SunBurn's forward rendered effects are rendered in multiple passes, building up the scene visually in several layers. This modular approach allows for automatic shadow and...
    Posted to How-To Guides by JohnK "bobthecbuilder" on 06-22-2010
    Filed under: custom effects, effects, forward, shaders, skinning, variance
  • Supported Bindings and Semantics

    The following is a list of all bindings and common semantics supported by SunBurn. Light arrays support up to 4 items, and bone arrays support up to 58 items. SunBurn Binding Description SCENELIGHTINGDIFFUSEMAP Bound to texture variable that requires the scene's automatic diffuse lighting during...
    Posted to How-To Guides by JohnK "bobthecbuilder" on 03-25-2010
    Filed under: custom effects, SAS, shaders
  • 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 by Duncan Blair on 03-08-2010
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