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@@ -52,7 +52,8 @@ Features:
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* Allow to set the color to apply. Default is red.
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* Allow to set the color to apply. Default is red.
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* Allow to set intensity of the color. Default is 0.7f. Frag shader clamps color intensity between 0 and 1.
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* Allow to set intensity of the color. Default is 0.7f. Frag shader clamps color intensity between 0 and 1.
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-[cols="2", options="header"]
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+
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+[cols="2"]
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|===
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|===
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a|image:sdk/plugin/colorfilter2.png[ColorScale Filter OFF,width="400",height=""]
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a|image:sdk/plugin/colorfilter2.png[ColorScale Filter OFF,width="400",height=""]
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@@ -143,10 +144,12 @@ Features:
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I chose to clamp this value inside the frag shader code instead of using java code because I thought this way is faster (better from preformace point of view). You can clamp this values using java code if you want.
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I chose to clamp this value inside the frag shader code instead of using java code because I thought this way is faster (better from preformace point of view). You can clamp this values using java code if you want.
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====
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====
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-[cols="2", options="header"]
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+[cols="2",caption=]
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+.YouTube
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|===
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|===
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-a|image:sdk/plugin/CgFzhkq-MKk.jpg[youtube_cgfzhkq-mkk,width="",height="",link="https://youtu.be/CgFzhkq-MKk"]
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+a|.Old Film Effect
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+image:sdk/plugin/CgFzhkq-MKk.jpg[youtu.be/CgFzhkq-MKk,width="",height="",link="https://youtu.be/CgFzhkq-MKk"]
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|===
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|===
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@@ -197,14 +200,15 @@ Features:
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* Fog is added. Fog is used without post-processing!
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* Fog is added. Fog is used without post-processing!
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* Texture Blending: 4 diffuse, 4 normal textures can be blended (Like Terrain System).
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* Texture Blending: 4 diffuse, 4 normal textures can be blended (Like Terrain System).
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-Forum: link:https://hub.jmonkeyengine.org/t/lightblow-shader/16182[https://hub.jmonkeyengine.org/t/lightblow-shader/16182] +
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Software for NormalMaps? making: link:http://shadermap.com/shadermap_pro.php[http://shadermap.com/shadermap_pro.php] +
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Software for NormalMaps? making: link:http://shadermap.com/shadermap_pro.php[http://shadermap.com/shadermap_pro.php] +
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Software for CubeMaps? editing: link:https://code.google.com/archive/p/cubemapgen/downloads[https://code.google.com/archive/p/cubemapgen/downloads] +
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Software for CubeMaps? editing: link:https://code.google.com/archive/p/cubemapgen/downloads[https://code.google.com/archive/p/cubemapgen/downloads] +
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Watch following videos:
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Watch following videos:
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-[cols="1", options="header"]
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+[cols="1",caption=]
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+.YouTube
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|===
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|===
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-a|image:sdk/plugin/youtube_knroh_3o2uo[youtube_knroh_3o2uo,width="",height=""]
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+a|.LightBlow Shader
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+image:sdk/plugin/knROh_3o2uo.jpg[youtube_https://youtu.be/knROh_3o2uo,width="",height="",link="https://youtu.be/knROh_3o2uo"]
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|===
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|===
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@@ -220,7 +224,7 @@ The Dissolve Shader uses a simple grey scale image as an animated mask to hide a
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The shader incrementally clamps off the colour value, dark to light, and uses that for a masking texture to discard pixels.
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The shader incrementally clamps off the colour value, dark to light, and uses that for a masking texture to discard pixels.
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It is currently capped for convenience at 255 frames of animation and is only using one colour channel.
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It is currently capped for convenience at 255 frames of animation and is only using one colour channel.
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In simple terms, in starts by only discarding the darkest parts of the texture map, then the slightly lighter parts, then the slightly lighter again and again until it eventually cant get any lighter (white), at which point the proccess is complete.
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In simple terms, in starts by only discarding the darkest parts of the texture map, then the slightly lighter parts, then the slightly lighter again and again until it eventually cant get any lighter (white), at which point the proccess is complete.
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-[cols="2", options="header"]
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+[cols="2"]
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|===
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|===
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a|image:sdk/plugin/dissolver-screen.png[Dissolver screenshot,width="400",height=""]
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a|image:sdk/plugin/dissolver-screen.png[Dissolver screenshot,width="400",height=""]
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@@ -243,11 +247,14 @@ The test is occolating the dissolve amount between 0 and 1. It demonstrates 6 di
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. Organic Burn (bottom right) is comprised of 2 cubes, one blue, one orange, both with the same organic dissolve, however the orange one is slightly offset ahead of the blue so it shows first (ie the dissolve amount is always slight advanced).
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. Organic Burn (bottom right) is comprised of 2 cubes, one blue, one orange, both with the same organic dissolve, however the orange one is slightly offset ahead of the blue so it shows first (ie the dissolve amount is always slight advanced).
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Watch following videos:
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Watch following videos:
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-[cols="2", options="header"]
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+[cols="2"caption=]
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+.YouTube
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|===
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|===
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-a|image:sdk/plugin/youtube_ry0r_qwfqlq[youtube_ry0r_qwfqlq,width="",height=""]
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-a|image:sdk/plugin/youtube_wufmcn1uv48[youtube_wufmcn1uv48,width="",height=""]
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+a|.GLSL Dissolve Shader
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+image:sdk/plugin/ry0r_qwFQLQ.jpg[youtube_ry0r_qwFQLQ,width="",height="",link="https://youtu.be/ry0r_qwFQLQ"]
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+a|.mTheoryGame
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+image:sdk/plugin/wUfMcN1Uv48.jpg[youtube_wUfMcN1Uv48,width="",height="",link="https://youtu.be/wUfMcN1Uv48"]
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|===
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|===
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