Shader examples: Difference between revisions
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[http://nightly.mtasa.com/files/shaders/shader_tex_names.zip Download shader_tex_names.zip] | [http://nightly.mtasa.com/files/shaders/shader_tex_names.zip Download shader_tex_names.zip] | ||
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This resource is only a tool, and doesn't do anything pretty. It shows a list of the current visible texture names, and highlights the selected texture. Ideal for finding a texture | This resource is only a tool, and doesn't do anything pretty. It shows a list of the current visible texture names, and highlights the selected texture. Ideal for finding a texture name to use with [[engineApplyShaderToWorldTexture]]. | ||
num_8 shows/hides the texture list, num_7 and num_9 step through the list, and 'k' copies the current texture name to the clipboard. | num_8 shows/hides the texture list, num_7 and num_9 step through the list, and 'k' copies the current texture name to the clipboard. | ||
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Revision as of 10:04, 2 September 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 shader_block_world.zip Requires Shader Model 2 graphics card
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Texture names
Download shader_tex_names.zip
num_8 shows/hides the texture list, num_7 and num_9 step through the list, and 'k' copies the current texture name to the clipboard. |