if you wanted to layer the blood onto the albedo on an opaque shader you would need some kind of fake anti-aliasing (like you could get if you made the mask manually in Photoshop) if you wanted to remove the harsh pixel edges.
Yeah - the final damage "splats" actually *are* full grayscale, and ...
Search found 16 matches
- Fri Mar 09, 2018 5:29 pm
- Forum: Amplify Shader Editor
- Topic: Clamp Greyscale Texture Min / Max
- Replies: 27
- Views: 38856
- Fri Mar 09, 2018 2:03 pm
- Forum: Amplify Shader Editor
- Topic: Clamp Greyscale Texture Min / Max
- Replies: 27
- Views: 38856
Re: Clamp Greyscale Texture Min / Max
Quick screenshot of the rough effect (always room for improvement, this is meant for medium sized crowds of NPCs). Damage colors and blood and guts are temp, not sure how the devs will proceed from here with that part. 
- Fri Mar 09, 2018 1:40 pm
- Forum: Amplify Shader Editor
- Topic: Clamp Greyscale Texture Min / Max
- Replies: 27
- Views: 38856
- Fri Mar 09, 2018 1:32 pm
- Forum: Amplify Shader Editor
- Topic: Clamp Greyscale Texture Min / Max
- Replies: 27
- Views: 38856
Re: Clamp Greyscale Texture Min / Max
Hey! I had a look at your shader and looks cool. :)
Thx! Was a lot of hours of troubleshooting and dev. Looks much cooler animating with full normal mapped textures, interior parallax "blood and guts" mesh, realtime shadows (!) etc. Just wanted to get something up in case anyone was still looking ...
Thx! Was a lot of hours of troubleshooting and dev. Looks much cooler animating with full normal mapped textures, interior parallax "blood and guts" mesh, realtime shadows (!) etc. Just wanted to get something up in case anyone was still looking ...
- Thu Mar 08, 2018 11:44 pm
- Forum: Amplify Shader Editor
- Topic: Clamp Greyscale Texture Min / Max
- Replies: 27
- Views: 38856
Re: Clamp Greyscale Texture Min / Max
Hi all - here is the recent stable version of the shader, works as far back as 5.6.3 afaik
JV_Damage-Cutout_0.91.zip
Albedo texture should have some sort of damage texture in the alpha (ideally positioned to fit within the mask textures below)
jv_damage_params.JPG
Damage masks allow the ...
JV_Damage-Cutout_0.91.zip
Albedo texture should have some sort of damage texture in the alpha (ideally positioned to fit within the mask textures below)
jv_damage_params.JPG
Damage masks allow the ...
- Wed Feb 28, 2018 6:07 pm
- Forum: Amplify Shader Editor
- Topic: Clamp Greyscale Texture Min / Max
- Replies: 27
- Views: 38856
Re: Clamp Greyscale Texture Min / Max
Ah - this makes my heart beat faster. Nice work.
Should finish our master shader tomorrow - some other priorities we had to deal wiht in the meantime.
jake
Should finish our master shader tomorrow - some other priorities we had to deal wiht in the meantime.
jake
- Tue Feb 27, 2018 6:34 pm
- Forum: Amplify Shader Editor
- Topic: Clamp Greyscale Texture Min / Max
- Replies: 27
- Views: 38856
Re: Clamp Greyscale Texture Min / Max
Getting closer to the end result. This is one of 16 or so node groups that get multiple together to create Transparent Cutout (as well as some color around the edges of the hole.)
Any suggestions very welcome in terms of optimization, etc. Will continue to share progress. Everything here is in the ...
Any suggestions very welcome in terms of optimization, etc. Will continue to share progress. Everything here is in the ...
- Mon Feb 26, 2018 7:26 pm
- Forum: Amplify Shader Editor
- Topic: Clamp Greyscale Texture Min / Max
- Replies: 27
- Views: 38856
Re: Clamp Greyscale Texture Min / Max
Also - very good to know about the Texture Sample Referencing. I was trying to force the Local Var to be something it wasn't - feeling much more confident now!!
jake
jake
- Mon Feb 26, 2018 7:23 pm
- Forum: Amplify Shader Editor
- Topic: Clamp Greyscale Texture Min / Max
- Replies: 27
- Views: 38856
Re: Clamp Greyscale Texture Min / Max
Here is my in-progress solution. Our shader is quite a bit more complex than this - it uses an array of these masks to allow another set of custom damages textures to "bleed" through (clipped by these masks first). Those damage textures in turn will soon use texture arrays to randomize the damage ...
- Mon Feb 26, 2018 6:30 pm
- Forum: Amplify Shader Editor
- Topic: 'Hidden/SamplerNode': Shader is not supported on this GPU
- Replies: 2
- Views: 3266
Re: 'Hidden/SamplerNode': Shader is not supported on this GP
Nevermind - the issue was a WebGL only build target, with DX11 shader