Shader examples: Difference between revisions
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This resource applies a shader to the GTA world water. The Lua script shows how to use a timer to transfer the conventional water color setting to the shader. | This resource applies a shader to the GTA world water. The Lua script shows how to use a timer to transfer the conventional water color setting to the shader. | ||
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==Bloom== | |||
[[Image:BloomScreen.jpg|200px|thumb|left|Bloom]] | |||
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[http://nightly.mtasa.com/files/shaders/shader_bloom.zip Download shader_bloom.zip] ''Requires Shader Model 2 graphics card'' | |||
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This resource shows you how 'bounce' full screen effects using a render target pool. It also uses the new ''onClientHUDRender'' event to exclude the HUD from the effect. | |||
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Revision as of 07:15, 7 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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Car paint
Download shader_car_paint.zip Requires Shader Model 2 graphics card
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Water
Download shader_water.zip Requires Shader Model 2 graphics card
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Bloom
Download shader_bloom.zip Requires Shader Model 2 graphics card
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