UHK FiM Computer Graphics 3 (PGRF3) project. Postprocessing, first step height texture, second step normal texture, third step implement texture on object (GRID) with blinn-phong lighting including parallax and normal mapping, fouth step drawing of light source in scene. Music: Depeche Mode - Strangelove
Views: 1297 ThenRacker
Views: 6648 Online web ustaad
Demonstration of my Pixel Shader work - October 25th, 2012 ** Apologies for video stutter, it's the recording software not the shader :) ** Shader coded in HLSL, DirectX 9, Shader Model 2.0, limited to 64 instructions per pass Operates in eight passes. Six passes to generate wave map, one per ripple channel. One pass to bake caustic effects into a base texture. Final pass for reflections and compositing. Near-zero GPU utilization at 1920x1080, 60fps on a modern desktop (Radeon 6850). But, very chuggy on an older laptop (Intel Express Series 4 Chipset). Recording software had a lot of trouble recording this, so it's greatly downsampled. Send comments, questions, or consulting offers :D Thanks for watching.
Views: 1057 Michaelson Britt
I've finally coded up a collision engine (doesn't support slopes) but it will do, this is my first collision engine that doesn't use the naive method (that i've used in straight fighter) and I'm happy I've coded it. I will probably use this collision engine for my future projects, as it works very well. I've also experimented with some OpenGL shader language, or GLSL shaders. As you can see I'm transforming the vertexes based on a simple sine wave effect which looks very trippy and cool. I've gotten previous experience with shaders at http://www.shadertoy.com/user/felixisdev but haven't used them in a program yet.
Views: 129 Felix K
Setting a texture to animate UV rotation in a shader is now possible. Trippy as fuck looking.
Views: 255 InfernoPlus
🌊 Learn how to code 2D dynamic water using GameMaker Studio 1.4 or 2! This lesson will build off concepts I taught in my Intro to Springs and Elasticity video, so I’d recommend watching that first if you haven’t already. You can watch Part 1 here: https://www.youtube.com/watch?v=vewwP8Od_7s Source code » https://github.com/zbanack/TSE-dynamic-water Twitter » https://twitter.com/thestepevent Facebook » https://www.facebook.com/thestepevent Zack Banack » https://zackbanack.com Just like in Part 1, I’d like to give a huge shoutout to Michael Hoffman for his original C# and XNA tutorial on this very subject, which I’m using as a foundation for this Springs series. Check out his article: https://gamedevelopment.tutsplus.com/tutorials/make-a-splash-with-dynamic-2d-water-effects--gamedev-236 Rough transcript: The dynamic water we’re coding won’t follow the real-world physics of liquids. But it’s a great effect that can add polish and bring some life to your games. You can replace static bodies of water, or at least their surfaces, with this. In part 1, we went over how to code and interact with springs independently. That is, the movement of one spring won’t affect adjacent springs. You can think of our dynamic water as just a bunch of springs, side by side. But connected, almost. When I displace one spring, neighboring springs are also displaced. The closer a spring to the manipulated spring, the more movement. Further away, and we get less. Next we just replace springs with “columns”, or trapezoids. And give it some nice coloring. Bam, water! And I’m going to be tackling the code in three distinct parts. First, I want to program a series of springs, side by side, and draw them in the room. Second, we’ll “link” the springs together. And lastly, we’ll make it look pretty. When it comes to defining variables, first, we should know the dimensions of our body of water. We’ll call bodyWidth the width of the body, and bodyHeight the height of the body. bodyX and bodyY define the (x, y) coordinates of the top-left corner of the body in the room. So, the bottom-right corner of the body of water would be bodyX + bodyWidth, bodyY + bodyHeight. Last time, we coded obj_spring. Each instance of obj_spring acted as an individual spring. We could iterate over adjacent instances of a spring object and achieve the dynamic water effect. But it’s easier for us to create multiple springs inside of one all-encompassing body-of-water object. So, we need to figure out how many “columns”, or springs, this body of water will contain. Here’s each column drawn in an alternating color. Too few columns and the effect isn’t as really noticeable. Too many columns and the splashes are going to feel, uh, lumpy? There isn’t a “correct” number of columns to use. It depends on what effect you’re going for and how large your body of water is. I personally like 1 column every 64-96px. So, for this body I’ve decided columns = 10. columnWidth, the variable assigned to the width of each column, is bodyWidth divided by columns. Or, 800 / 10 = 80. Each column has four corners. A given column top-right corner is the following column’s top-left. This gives us a smooth surface. And we can calculate a corner with some simple math. For instance, x1 of a given column would be bodyX + (n * columnWidth). Knowing this, we can solve for the other coordinates pretty easily. Dampening and Tension can be defined like last time, alongside a new variable, “spread”. Spread is the pull that each column has on its neighboring columns. The higher this number and the more "jello"-like the liquid appears.
Views: 2931 The Step Event
Sorry for the low quality! OBS keeps screwing up! Article: https://gdpalace.wordpress.com/2017/08/31/reflection/ TileSets Tutorial by GM Wolf: https://www.youtube.com/watch?v=38YhjXtF6Ak Very Basics of Cameras by Shaun Spalding: https://www.youtube.com/watch?v=rrn_2hxL11A&t=230s Setting up Cameraas by FriendlyCosmonaut: https://www.youtube.com/watch?v=UNZ97-c3dhY&t=5s Follow me on twitter! @GMCrowYT
Views: 727 GM Crow
A small part of one of my projects in real-time graphics course at DTU. It shows how multi-texturing and blending using shaders in OpenGL can be used to create cool effects like these, a fast spinning "spiral galaxy" and a beam. It's not pre-rendered, it runs in real-time on an opengl rendering engine i'm working on. Also, since all the geometry needed are 3 quads (not including the skybox), it has a very low impact on frame rate. The engine is a C++/Python hybrid using Boost::Python, more info: http://www2.imm.dtu.dk/visiondag/VD08/posters/pdf/Visionday08-3Dmusic.pdf Captured with Fraps Skybox texture from EVE-Online P.s. don't dis the lousy touchpad-camerawork :)
Views: 10744 edvaldig
The Shader Show demo illustrates the exciting possiblities of programmable shaders. It highlights procedural texturing effects (wood, fire, clouds, polka dots, brickwork, etc.), procedural deformations (wobbling, waves, variable scaling, melting, etc.) and advanced lighting effect (anisotropic, per-pixel bumpmapping, specular effects, cartoon cell shading, etc.). In addition there is environment mapping and fragment shader branching applied to a variety of different static (mask, lobster, bear, statue, sphere, knot, etc.) and vertex skinned objects (monkey, duck, etc.). This demonstration includes a rolling demo mode with more than 20 different shader effects on-screen at the same time and an interactive mode which allows the user to browse the catalog of effects and objects.
Views: 4119 Imagination Technologies
Interactive water on Android using shaders in OpenGL ES 2.0. Made it for a class, running on an original Motorola Droid Some sites I used: http://freespace.virgin.net/hugo.elias/graphics/x_water.htm http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter19.html http://www.ozone3d.net/tutorials/glsl_lighting_phong.php
Views: 147 Brent Cox
Amplify Shader Editor, Unity Asset Store Exclusive - https://www.assetstore.unity3d.com/en/#!/content/68570 This tutorial was recorded using ASE BETA 1, the UI or Nodes used might differ slightly from the currently available version. Be sure to check the Manual Page (http://amplify.pt/unity/amplify-shader-editor/manual/) for updated information. Amplify Shader Editor (ASE) is a node-based shader creation tool inspired by industry leading software. An open and tightly integrated solution, it provides a familiar and consistent development environment that seamlessly blends with Unity’s UI conventions and Shader use. Affordable quality and flexibility with the responsive customer support you can expect from Amplify Creations. Check out the official product page for additional information: http://amplify.pt/unity/amplify-shader-editor/
Views: 11668 Amplify Creations
This is a showcase of my open source game engine that uses OpenGL 4+ and DirectX 11 to render a simple scene with a environment map and a reflection shader. The engine name is Blue Flame Engine. As of this video the engine supports Windows, Linux, Web and Android. Link to the engine:- https://github.com/Vault16Software/Blue-Flame-Engine
Views: 136 Vault16software
http://www.shaderslab.com/demo-48---alpha-depending-distance-camera.html Patreon : https://www.patreon.com/shaderslaboratory
Views: 5636 Shaders Laboratory
Here is my first step with a reflection shader on libGDX. It's still very basic : there are no distortions or motions in the water. For more informations on my project follow me : Facebook : https://www.facebook.com/Apprentice-Soft-157533514581396/timeline/ Twitter : https://twitter.com/ApprenticeSoft To play my games, see the Google Play Store : https://play.google.com/store/apps/developer?id=Apprentice+Soft
Views: 396 Apprentice Soft
Because I didn't want to implement a C++ shader-handler class yet but need to know, if I can achieve relativistic effects on the GPU in realtime, I decided to start to work with TyphoonLabs' ShaderDesigner. It allows you to implement your own shader vertex/fragment shaders and look at the result immediatly. In addition you can manipulate your uniform variables at the bottom of the screen, which is a really handy feature. This is my first project that just makes use of the builtin uniform variable TIME_FROM_INIT to see some nice dynamics instead of just static shading. It's just a short video, but I'll upload more in time.
Views: 1228 Bl00drav3n
Calm water is a simple water shader designed to offer great customization options for an amazing look without having too many features. Color You can control the depth color and shallow color individually and select the depth level. Distortion Great distortion effect based on the animated normal map with two quality settings to better fit your needs. Reflections Distorted reflections with 3 modes. (CubeMap,RealTime,Mixed) Foam Customizable dynamic foam. Now on asset store: https://www.assetstore.unity3d.com/en/#!/content/50834
Views: 10037 Yan Verde
This was recorded on a Samsung Galaxy S4; running at native resolution (1920x1080) the video shows three layers that scroll left and right endlessly. The middle layer scrolls at 1/2 speed of front layer, and the background layer scrolls at 1/3 of front layer. The layers experience "friction" and gradually slow down to a stop. NOTE: youtube made the video jittery, the effect is actually quite smooth on the phone. Size of the front layer: 2998px by 276px Size of middle layer: 2998px by 482px Size of background layer: 2998px by 338px The effect would be improved if each layer had an overlapping semi-transparent area so that a a solid edge for each layer wasn't visible. i.e. the front layer overlaps the middle layer, and the middle layer overlaps the background layer.
Views: 1592 Alexander Biemann
Shader Functions, SF for short, are individual node networks that allow you to build reusable functions. Easy to setup and extremely flexible, they work by receiving input values directly from your shader, processing that information and outputting them back for further alterations or direct use. SF assets are not bound to any shader, you can use them multiple times throughout your project, in the same shader, inside other Shader Functions, or even share them with other users. From simple to complex graphs, Shader Functions are a great way to reduce canvas clutter by packing complex networks into single nodes, and a great way to eliminate unnecessary repetitive tasks. Amplify Shader Editor (ASE) is a node-based shader creation tool inspired by industry leading software. An open and tightly integrated solution, it provides a familiar and consistent development environment that seamlessly blends with Unity’s UI conventions and Shader use. Affordable quality and flexibility with the responsive customer support you can expect from Amplify Creations. Check out the official product page for additional information: http://amplify.pt/unity/amplify-shader-editor/
Views: 7064 Amplify Creations
In this screencast you see truly visually seamless blending of gtk+-widgets on top of a OpenGL-context. The whole UI is "one piece" and you don't see any "gaps" between the gtk+-widgets and the objects drawn with OpenGL. Actually everything is drawn via OpenGL, even the gtk+-widgets. They are texture-mapped onto quads. For obtaining the textures of the widgets the OpenGL-extension GLX_EXT_texture_from_pixmap is used. You see that this approach fully respects resizing, theme-changes and mouse- and keyboard input. For more info visit http://macslow.thepimp.net
Views: 22580 coleraby
Procedural Ocean shader in Blender Cycles. Node-based realistic water shader for animation. Rendered in 9 hours on Nvidia GTX 970 and Intel 4790k with 16gb ram. Watch the Breakdown: https://www.youtube.com/watch?v=HQu6aPyy728&feature=youtu.be Watch the Tutorial: https://www.youtube.com/watch?v=NqsOH-qToHs&feature=youtu.be Feel free to ask me any questions in the comments :) And of course, don't forget to subscribe ------ More of WayneMation? Twitter: https://twitter.com/SimonMueck Main Channel: https://www.youtube.com/channel/UCJ1fjbnEitFNJAOEPt3_N7w Made with Blender Cycles 2.79, Adobe Premiere CC ©2018
Views: 195 WayneMation - Blender Animations & More
https://assetstore.unity.com/publishers/21287 This is the second iteration of the unity material pipeline. The surface shader has been ported to Amplify Creation's Shader Editor and all shaders have custom inspectors vastly simplifying the interface. There's now a single surface shader with optional color, normal, metallness and roughness maps. Furthermore, the previous plain and textured decal shaders are now just a single textured decal shader, also with optional maps for color and metalness/smoothness.
Views: 2960 MACHIN3