TF2 shader

Materials, textures, lighting, postfx
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saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Tue Jun 09, 2015 9:07 pm
Has anyone attempted something similar to this? http://wiki.unity3d.com/index.php/TeamFortress2Shader

How easy to edit are T3D shaders? Are they GLSL?
Duion
Posts: 1004
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Tue Jun 09, 2015 11:26 pm
No idea about shaders, but they are shaders, write one and execute from script, depends on your knowledge about shaders.
The shaders are now GLSL also, someone ported them in the newest version.
JeffR
Steering Committee
Steering Committee
Posts: 816
Joined: Tue Feb 03, 2015 9:49 pm
 
by JeffR » Tue Jun 09, 2015 11:58 pm
Has anyone attempted something similar to this? http://wiki.unity3d.com/index.php/TeamFortress2Shader

How easy to edit are T3D shaders? Are they GLSL?
If you're using D3D, they're HLSL, if you're using OpenGL, they're GLSL.

As for utilizing the shaders themselves you would write a CustomMaterial that points to the shader files in question. Then in your models and the like just utilize the custom material.

For examples of CustomMaterials, you can look at the water classes or similar. They use specific materials and shaders just for them.
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Wed Jun 10, 2015 12:00 am
Is there a version for each driver for all the included shaders? Or is there an intermediate language?
JeffR
Steering Committee
Steering Committee
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by JeffR » Thu Jun 11, 2015 5:44 am
For custom materials, no.

You would just have a HLSL and GLSL. If you're attempting to do specifically optimized shaders for certain platforms/configurations, it'd be up to you to have the different fallbacks set up.

Unless you're trying to target mobile or whatnot though, one well written shader should work on most platforms without needing to hyper-optimize everything.
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