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| Rendering Light Scattering in Real Time; Atmosphere Pixel/Vertex Shader | |
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| Tweet Topic Started: Sep 30 2012, 05:51 AM (254 Views) | |
| mardyart | Sep 30 2012, 05:51 AM Post #1 |
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I've found a collection of shaders in which there is a Light scattering shader. The project file is made for VS2008, but contains the .psh and .vsh files. I want to know if it is possible to use these files with U3d and if so I urge someone to make an example. A link to the shader collection: Direct3D Source Code Archive A link to the light scattering project download: Light Scattering Shader Download I look forward to hearing your answers. |
| There are 10 kinds of people in the world: Those who understand binary and those who don't. | |
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| Dr. Best | Sep 30 2012, 10:42 AM Post #2 |
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Since these shaders are for shader model 1.0 they should be usable in side U3D. However you will need to write a *.ufx file defining all the constants and provide appropriate models. It requires some skill. Using a static cube map would be a lot easier. |
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| mardyart | Sep 30 2012, 04:56 PM Post #3 |
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Are you saying there's an easier way to create this effect without the shader files? And if so are you able to explain please? |
| There are 10 kinds of people in the world: Those who understand binary and those who don't. | |
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| Dr. Best | Oct 4 2012, 12:28 PM Post #4 |
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Well, if you do not want dynamic day time changing effects, you can simply render a cube map with a realistic sky and use it as background in U3D. There are quite a few applications capable of generating such cube maps. |
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| mardyart | Oct 5 2012, 03:50 AM Post #5 |
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I'm quite familiar with that technique, I use sphere maps with LoadBackground() instead. The project that I linked, I've not been able to run since I don't have VS2008. So I was under the impression it does something different than what you've revealed to me, as I've not seen it. What I'm looking to do is to create an atmosphere effect around a sphere. I can achieve good results when software rendered in 3ds, using gradient specular levels and a diffuse gradient. I have no idea how to create similar results in u3d. |
| There are 10 kinds of people in the world: Those who understand binary and those who don't. | |
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| Reikyrr | Oct 5 2012, 09:36 AM Post #6 |
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Forum God
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perhaps a transparant billboard infront of the sphere? (more transparant in the middle, less transparant at the sides and more transparant at the borders) Will make for a cheap effect. only works at a distance though |
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~Inspirational quote~ | |
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| mardyart | Oct 6 2012, 04:21 AM Post #7 |
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Thanks for the suggestion. But great minds think alike, as that was one of the first things I tried. Any more suggestions? I was wondering if there is maybe a shader that achieves the effect? Failing that could the per vertex or normal mapped specular shader be used? |
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