Shader examples: Difference between revisions
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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. | 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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==Block world== | |||
[[Image:BlockWorld.jpg|200px|thumb|left|Block world]] | |||
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[http://nightly.mtasa.com/files/shaders/shader_block_world.zip Download block_world.zip] ''Requires Shader Model 2 graphics card'' | |||
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This resource makes the textures look all blocky. It also changes colors when the 'k' key is pressed. | |||
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Revision as of 23:36, 5 August 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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Block world
Download block_world.zip Requires Shader Model 2 graphics card
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