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@@ -1,9 +1,6 @@
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= ShaderBlow
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= ShaderBlow
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-:revnumber: 2
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-:revdate: 05/02/18
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-:relfileprefix: ../../
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-:imagesdir: ../..
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-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
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+:revnumber: 2.1
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+:revdate: 2020/07/10
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image:sdk/plugin/shaderblow_intro_01.jpg[shaderblow_intro_01.jpg,width="",height=""]
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image:sdk/plugin/shaderblow_intro_01.jpg[shaderblow_intro_01.jpg,width="",height=""]
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@@ -232,8 +229,8 @@ Mask texture maps on the second image.
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The test is occolating the dissolve amount between 0 and 1. It demonstrates 6 different uses for the shader, all running at the same speed. The top row are straight forward dissolves. The bottom row shows 3 potential applications:
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The test is occolating the dissolve amount between 0 and 1. It demonstrates 6 different uses for the shader, all running at the same speed. The top row are straight forward dissolves. The bottom row shows 3 potential applications:
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-. Organic Growth (bottom left) over a mesh, this could work both animating rapidly for a fast grow effect, or set to a fixed value e.g. set to 0.5f is “50% covered in growth”;
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-. Texture Masking (bottom middle) , I see this is probably where the most practical applications will come from. The demonstration shows a poorely photoshoped clean street, peices of garbage are then scattered around dependant on the dissolve amount, this would work best with a fixed value eg set to .75 is “75% dirty”. Texture Masking could be also be used for:
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+. Organic Growth (bottom left) over a mesh, this could work both animating rapidly for a fast grow effect, or set to a fixed value e.g. set to 0.5f is "`50% covered in growth`";
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+. Texture Masking (bottom middle) , I see this is probably where the most practical applications will come from. The demonstration shows a poorely photoshoped clean street, peices of garbage are then scattered around dependant on the dissolve amount, this would work best with a fixed value eg set to .75 is "`75% dirty`". Texture Masking could be also be used for:
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.. paint damage on a car;
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.. paint damage on a car;
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.. lacerations on a character;
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.. lacerations on a character;
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.. the blood shot eye effect that creeps in from the sides of the screen when you’ve taken too much damage in a modern FPS.
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.. the blood shot eye effect that creeps in from the sides of the screen when you’ve taken too much damage in a modern FPS.
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@@ -277,7 +274,7 @@ mat.setColor("Diffuse", ColorRGBA.White);
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mat.setColor("Specular", ColorRGBA.Black);
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mat.setColor("Specular", ColorRGBA.Black);
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mat.setBoolean("UseMaterialColors", true);
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mat.setBoolean("UseMaterialColors", true);
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-this.assetManager.loadTexture("TestTextures/Dissolve/burnMap.png", mat.setTexture("DissolveMap", map); // Set mask texture map
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+this.assetManager.loadTexture("TestTextures/Dissolve/burnMap.png", mat.setTexture("DissolveMap", map)); // Set mask texture map
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this.DSParams = new Vector2f(0, 0); // standard dissolver
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this.DSParams = new Vector2f(0, 0); // standard dissolver
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//this.DSParamsInv = new Vector2f(0, 1); // inverted dissolver
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//this.DSParamsInv = new Vector2f(0, 1); // inverted dissolver
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@@ -294,10 +291,9 @@ link:https://hub.jmonkeyengine.org/t/dissolve-shader/18720[Forum thread]
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'''
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'''
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-
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== FakeParticleBlow Shader
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== FakeParticleBlow Shader
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-Effect for fire or engine of a ship. Such an effect is used in the “Eve Online game for ship engines.
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+Effect for fire or engine of a ship. Such an effect is used in the "`Eve Online`" game for ship engines.
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Features:
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Features:
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