Shader examples: Difference between revisions
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When the resource has started, use the 'k' and 'l' keys to change morph size. If you change your player's skin, restart the resource to modify the new model. | When the resource has started, use the 'k' and 'l' keys to change morph size. If you change your player's skin, restart the resource to modify the new model. | ||
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==Ped shell== | |||
[[Image:PedShellScreen.jpg|200px|thumb|left|Ped shell]] | |||
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[http://nightly.mtasa.com/files/shaders/shader_ped_shell.zip Download shader_ped_shell.zip] ''Requires Shader Model 2 graphics card'' | |||
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This resource draws a translucent effect in a second render pass. The first pass is done by GTA, and the vertex shader is only applied in the second to add the effect 'on top' of the standard output. | |||
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When the resource has started, use the 'k' key to see the shell effect. If you change your player's skin, restart the resource to see the effect applied to the new model. | |||
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Revision as of 01:09, 6 July 2011
This page contains some example shader resources to try in 1.1. If you are looking to make your own, please be sure to read about the shader element as well.
Road shine
Download shader_roadshine.zip Requires Shader Model 2 graphics card
int CUSTOMFLAGS < string createNormals = "yes"; >; Surface normals are not usually present in the ground and building models, but are useful for creating lighting effects such as these. |
Road shine 2
Download shader_roadshine2.zip Requires Shader Model 2 graphics card
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UV scroll
Download shader_uv_scroll.zip
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UV scripted
Download shader_uv_scripted.zip
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Ped morph
Download shader_ped_morph.zip Requires Shader Model 2 graphics card
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Ped shell
Download shader_ped_shell.zip Requires Shader Model 2 graphics card
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