Upload please Rim Light Shader effect file for Lumberyard!

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Upload please Rim Light Shader effect file !!!!

Shader effect rim light please!!!!

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asked 7 years ago175 views
11 Answers
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Accepted Answer

REMOVEDUPLOAD

Did this yesterday you decide the color and the contrast the dissolved box with holes in the shadows is just another shader modification I did.

As soon as I figure out how to design some additional flags to fine tune what effect it has to interact with I may try to contribute it back even if on the forum is always hard to do.

answered 7 years ago
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Hi @REDACTEDUSER

answered 7 years ago
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How additional flags? glowoutline (rim light) shader please!!!!

answered 7 years ago
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Add a universal common rim light shader even if the material is different for each modeling !!!!

Shader effect rim light please !!!!

For example, in all other material's .glsl ( shader source )

#include "effect_shader.h" <-include effects header files in each and every material shader

// rim light effect

if %RIMLIGHT

<code>color = function():

endif

Lumberyard Material

HumanSkin shader - head, body

illum shader - item ( weapon, shield, cloth )

body, head, cloth = material is different for each modeling rim lighting = all support ( body, head, cloth ) please !!!!

effect shader - effect header file for all other shader material support ( add please !!!! )

answered 6 years ago
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Hey @REDACTEDUSER

answered 6 years ago
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Purpose of effect shader

Turns the target effect shader on or off during the action event time (attack or defense).

.

real time toggle target's effect shader.

rim light color change support please.

.

PS.

The following conditions must be met:

Add generic common effects shader even if the material is different for each modeling!

answered 6 years ago
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Hi @REDACTEDUSER

I had a few questions about your implementation

  1. where exactly you are applying the rim light ?

I currently testing my impl of the RimLight in CommonZpass.cfi file exactly after ApplyVegetationTerrainColor (line 644)

	ApplyVegetationTerrainColor(IN, cAlbedo, cReflectance);
#if %RIM_LIGHT
ApplyRimLightColor(IN, cAlbedo, attribs.NormalWorld);
#endif<br>
  1. how did you get normals in view space for this ? can you post your code snippets here?
answered 5 years ago
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I think now I achieved this effect too, here is Hope with rimlight(face and body), also here tree, sphere and capsule with rimlight effect

RimLight

REMOVEDUPLOAD

REMOVEDUPLOAD

probably I'm upload the shader and add link here soon

answered 5 years ago
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Hi! you could grab shader from here, or see all changes in commits. https://github.com/lastmoonbeam/lumberyard_custom_shaders

answered 5 years ago
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@REDACTEDUSER

Many thanks for the assist. Appreciate it!

answered 5 years ago
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Hi @fluffy any chance you could share the method you used for this effect? Very interested to know

answered 5 years ago

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