Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: qazwsx on January 05, 2011, 02:06:25 pm
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After playing around yesterday with GLSL for the first time, I decided to have a look at the main-f.sdr shader, with a few simple adjustments, an almost cartoon-like effect can be achieved:
(http://i260.photobucket.com/albums/ii19/omega_angelfire/NPR%20in%20FSO/celshade3.png)
(http://i260.photobucket.com/albums/ii19/omega_angelfire/NPR%20in%20FSO/celshade2.png)
(http://i260.photobucket.com/albums/ii19/omega_angelfire/NPR%20in%20FSO/celshade.png)
And one without ambient lighting, to show the full extent of the effect:
(http://i260.photobucket.com/albums/ii19/omega_angelfire/NPR%20in%20FSO/index2.png)
Model from Earth Defense
Mod to enable this shading style is attached, instructions included in readme.
http://www.mediafire.com/?j3cwolhwhju99ry
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Eh... er... I mean... I'm not sure how that looks that much different from normal FS. Maybe I'm just blind. It's most apparent on the Herc I guess. Is there any way you could crank the effect up higher maybe?
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Two options, turn down ambient light and modify line 107 of main-f.sdr:
lightDiffuse += (gl_FrontLightProduct[i].diffuse * smoothstep(-0.05, 0.05, (dot(normal, lightDir))) * attenuation);
By changing the smoothstep values -0.05 and 0.05 so that they are closer together, i.e. -0.01 and 0.01 respectively, you can increase the sharpness of the terminator.
EDIT: Attachment has changed version, just needs to be renamed as a .sdr file as as I'm not able to upload them.
[attachment deleted by admin]
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Wait, what's that last fighter?
Something ED-exclusive?
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Yeah, I needed a smooth, rounded model to show the quick change in shading even across gently curving surfaces, and it was the first one I had at hand, the GTC Sphere and GTD Torus were out of action.
One of the reasons that the effect is hard to see is that I'm just using it over the mediaVPs, it works best with smooth models, with weak normal maps so the change-over isn't distorted too much.