I'll fix simple or game-breaking bugs but more involved support requires payment via either Itch or Patreon. With that said, I don't imagine much about this asset will change going forward. As usual, I recommend Desmos or another graphing calculator to model falloff equations. in each of the relevant shaders.ĭon't do this unless you're experienced with shaders. Those calculations can be found on the lines that contain float att =. Fragment Shader Lighting (vs vertex shader)įor the most part, basic lighting shaders do exactly one thing and you won't ever need to edit them - but in the case of point and spot lights, you may sometimes wish to edit the attenuation values to change the way light fades out.Even if you use this asset, I strongly recommend having a rough idea of how the shaders work because it will make your life much easier in the future. I've got a 3D GameMaker tutorial series going, which includes writing lighting shaders. Generally speaking, position/normal/texture/color is sufficient for just about everything and you're probably already using this anyway. If your game builds vertex buffers with a different format, you will need to edit the attribute list in each shader. The shaders expect a 36-byte vertex format defined with a 3D position, a 3D normal, a 2D texture coordinate, and a 4D color. You may find it useful if you want to implement 3D lighting as a part of multiple shaders, or if you want to have the effects work in HLSL. (I find it extremely useful.) Reformatting the code to conform to work in Panda isn't too much work, especially compared to actually using 3D in GameMaker, but if you want I've done it for $2. Xpanda is a tool for sharing common code between shaders.Optionally you may specify a strength modifier that will affect the amount that fog at the maximum distance will be blended to the color. Pixel fog - defined by a color, a start distance, and an end distance.The option to calculate the lighting in the fragment shader (looks better - this is what one usually wants) or the vertex shader (marginally faster - looks terrible with large triangles, particularly with spot lights). Optionally you may specify an inner cutoff angle where the light will start to fade. Spot lights - defined by an XYZ position, an XYZ direction vector, a light color, and a cutoff angle.Optionally you may specify an inner range where the light will start to fade. Point lights - defined by an XYZ position, a light color, and a range.Directional lights - defined by an XYZ direction vector and a light color. I'm going to assume this is fine with everyone since 2.3 is now officially released. The asset package is for GameMaker Studio 2.3. Here's a set of shaders (and a demo project) to do just that!īecause fog is also something one often wishes to make use of in addition to lighting, this also includes fog. This is really annoying, my teachers used to make me type out code from paper so you could do that, or there is a link here to a premade project file.There are three basic 3D light types: directional lights, point lights, and spot lights. Unfortunately because of the GameMaker file I have running at the top of the screen it seems to capture keyboard inputs and blocks copy and paste from happening. I’m sure lots of you by now are trying to copy and paste that into a project. Now this does look long but I can assure you it is mostly comments! / draw the location of the light (you dont need this) Surface_reset_target() // reset everythingĭraw_surface(surfaceblur,0,0) // draw all our work onto the screen (above the background but below the walls) we are currently editing the blur surface so anything we draw here is not drawn to the screen but onto the surfaceĭraw_surface(surfacewhatyoucansee,0,0) // use blend mode subtract to cut the lighting mask out of the surface we blurred up / - These are the edits I want to make: -ĭraw_set_alpha(0.5) // for some reason draw_set_alpha doesnt work on HTML5ĭraw_surface_ext(application_surface, 3, 3, 1, 1, 0, c_white, 0.5) ĭraw_surface_ext(application_surface, -3, 3, 1, 1, 0, c_white, 0.5) ĭraw_surface_ext(application_surface, 3, -3, 1, 1, 0, c_white, 0.5) ĭraw_surface_ext(application_surface, -3, -3, 1, 1, 0, c_white, 0.5) ĭraw_rectangle(0,0,room_width,room_height,false)ĭraw_sprite_tiled(spr_noise,0,irandom(50),irandom(50)) If (! surface_exists(surfacewhatyoucansee)) make sure the surface still exists and the graphics card hasnt deleted it / MAKE A MASK THAT SHOWS WHERE THE PLAYER CAN SEE
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |