Difference between revisions of "Category:Shaders"
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A shader is a bit of computer code that is commonly used to describe how a surface will be rendered. It takes some inputs (textures, vertices, view angles, etc.), does some changes to them, then tells the game renderer to render them. For more info see [http://tech-artists.org/wiki/Portal:Shaders Portal:Shaders] on the Tech Artists Wiki. | A shader is a bit of computer code that is commonly used to describe how a surface will be rendered. It takes some inputs (textures, vertices, view angles, etc.), does some changes to them, then tells the game renderer to render them. For more info see [http://tech-artists.org/wiki/Portal:Shaders Portal:Shaders] on the Tech Artists Wiki. | ||
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== Popular 3ds Max Shaders == | == Popular 3ds Max Shaders == | ||
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* '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' by [http://www.laurenscorijn.com/ Laurens "Xoliul" Corijn].<<BR>> More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=62006 Xoliul's 3DS Max Viewport Shader]''. | * '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' by [http://www.laurenscorijn.com/ Laurens "Xoliul" Corijn].<<BR>> More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=62006 Xoliul's 3DS Max Viewport Shader]''. | ||
− | * '''[http:// | + | * '''[http://www.3pointstudios.com/3pointshader_about.shtml 3Point Shader]''' by [http://www.3pointstudios.com 3 Point Studios]<<BR>> Shader with many options, including near-perfect results for 3ds Max generated normal maps. See the Polycount thread [http://boards.polycount.net/showthread.php?t=72861 3Point Shader Lite - Shader material editor and Quality Mode normalmaps for 3ds Max]. |
* '''[http://rtshaders.deviantart.com/art/Agusturinn-Shader-Demo-100883093 Agusturinn Shader Demo]''' by [http://rtshaders.deviantart.com Wang "RTshaders" Jing].<<BR>> Shader features: ''"One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection."'' | * '''[http://rtshaders.deviantart.com/art/Agusturinn-Shader-Demo-100883093 Agusturinn Shader Demo]''' by [http://rtshaders.deviantart.com Wang "RTshaders" Jing].<<BR>> Shader features: ''"One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection."'' | ||
+ | * '''[http://www.bencloward.com/resources_shaders.shtml Ben Cloward Shaders]''' by [http://www.bencloward.com Ben Cloward].<<BR>> He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc. | ||
+ | * '''[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf BRDF shader]''' (3ds Max version) ported by [http://crazybutcher.cottages.polycount.com/ Christoph "CrazyButcher" Kubisch]. <<BR>> Original [http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya] by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc. | ||
+ | * '''[http://www.greveson.co.uk/shaders/MoP_TextureBlender.fx MoP Texture Blender]''' by [http://www.greveson.co.uk Paul "MoP" Greveson]<<BR>> This shader uses blendmodulate for vertex blending with per-pixel detail. From the Polycount thread [http://boards.polycount.net/showthread.php?p=1024948#post1024948 The Snow and Ice of Uncharted2?]. | ||
* '''[http://rtshaders.deviantart.com/art/Paragalis-Shader-Demo-110994545 Paragalis Shader Demo]''' by [http://rtshaders.deviantart.com Wang "RTshaders" Jing].<<BR>> Shader features: ''"Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card."'' | * '''[http://rtshaders.deviantart.com/art/Paragalis-Shader-Demo-110994545 Paragalis Shader Demo]''' by [http://rtshaders.deviantart.com Wang "RTshaders" Jing].<<BR>> Shader features: ''"Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card."'' | ||
* '''[http://fabio.policarpo.nom.br/Demos.html Planar Relief Mapping]''' by [http://fabio.policarpo.nom.br Fabio Policarpo].<<BR>> ''"This version works with any mesh and execute the ray intersection in tangent space. Apparent depth can be controlled with a factor (aspect from width or height divided by depth). So depth 0.1 means 10% of texture tile width/height in object space. This version does not require any extra information passed on vertices."'' | * '''[http://fabio.policarpo.nom.br/Demos.html Planar Relief Mapping]''' by [http://fabio.policarpo.nom.br Fabio Policarpo].<<BR>> ''"This version works with any mesh and execute the ray intersection in tangent space. Apparent depth can be controlled with a factor (aspect from width or height divided by depth). So depth 0.1 means 10% of texture tile width/height in object space. This version does not require any extra information passed on vertices."'' | ||
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* '''[http://www.jistyles.com/main.php?id=doc&page=hlsl SSS Skin Shader]''' by [http://www.jistyles.com/ J.I. Styles].<<BR>> ''"The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results."'' | * '''[http://www.jistyles.com/main.php?id=doc&page=hlsl SSS Skin Shader]''' by [http://www.jistyles.com/ J.I. Styles].<<BR>> ''"The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results."'' | ||
− | + | * '''[http://blog.maginot.eu/index.php?seite=people&people=till&page=mhn2048106717 TF2 Shader for 3ds Max]''' and '''[http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max]''' by [http://www.till.maginot.eu/ Till "Rollin" Maginot].<<BR>> More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''. | |
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== Popular Maya Shaders == | == Popular Maya Shaders == | ||
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* '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]<<BR>>[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf 3ds Max version] ported by [http://crazybutcher.cottages.polycount.com/ Christoph "CrazyButcher" Kubisch]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc. | * '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' by [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]<<BR>>[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf 3ds Max version] ported by [http://crazybutcher.cottages.polycount.com/ Christoph "CrazyButcher" Kubisch]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc. | ||
* '''[http://www.kostas.se/shader/ KoddeShader]''' by [http://www.kostas.se Kostas "Kodde" Gialitakis]<<BR>> Has several features such as normal mapping, specular, gloss, reflections, ambient cube, parallax, etc. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 "KoddeShader", a Maya CGFX shader]''. | * '''[http://www.kostas.se/shader/ KoddeShader]''' by [http://www.kostas.se Kostas "Kodde" Gialitakis]<<BR>> Has several features such as normal mapping, specular, gloss, reflections, ambient cube, parallax, etc. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 "KoddeShader", a Maya CGFX shader]''. | ||
− | + | * '''[http://blog.leocov.com/search/label/hlsl lcNextGenShader]''' by [http://www.leocov.com/ Leonardo "chronic" Covarrubias]<<BR>> Has many techniques and parameters, including normal mapping, specular, ambient env cube, SSS, etc. | |
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== Creating Shaders == | == Creating Shaders == |
Revision as of 19:39, 25 August 2010
Contents
Category Shaders
What is a Shader?
A shader is a bit of computer code that is commonly used to describe how a surface will be rendered. It takes some inputs (textures, vertices, view angles, etc.), does some changes to them, then tells the game renderer to render them. For more info see Portal:Shaders on the Tech Artists Wiki.
Popular 3ds Max Shaders
(in alphabetical order)
- 3ds Max viewport shader by Laurens "Xoliul" Corijn.<
> More info in the Polycount thread Xoliul's 3DS Max Viewport Shader. - 3Point Shader by 3 Point Studios<
> Shader with many options, including near-perfect results for 3ds Max generated normal maps. See the Polycount thread 3Point Shader Lite - Shader material editor and Quality Mode normalmaps for 3ds Max. - Agusturinn Shader Demo by Wang "RTshaders" Jing.<
> Shader features: "One UV texture, Two point lights, Diffuse map(include alpha which control transparency), AO(ambient occlusion) map or Lightmap share the same channel, Normal map,Specular map,Specular level map,Gloss map,Emissive map, Two type of Cubemap---One is diffuse cubemap for generating IBL(image based lighting), the other is enviroment cubemap for reflection." - Ben Cloward Shaders by Ben Cloward.<
> He has a bunch of HLSL shaders available for normal mapping, ambient occlusion, car paint, skin, etc. - BRDF shader (3ds Max version) ported by Christoph "CrazyButcher" Kubisch. <
> Original BRDF shader for Maya by Brice Vandemoortele and Cedric Caillaud. More info in the Polycount thread Free Maya/max cgfx/fx Shader. Update: New version here with many updates, including object-space normal maps, relief mapping, self-shadowing, etc. - MoP Texture Blender by Paul "MoP" Greveson<
> This shader uses blendmodulate for vertex blending with per-pixel detail. From the Polycount thread The Snow and Ice of Uncharted2?. - Paragalis Shader Demo by Wang "RTshaders" Jing.<
> Shader features: "Post effect, 3dsmax2008/2009 viewport shadowmap, Subsurface scattering, Cubemap Image based lighting, Diffuse(alpha channel control opacity),Normal map,Ao map/Light map,Specular,Specular lever(mask),Gloss etc., Shadermodel 2.x compatible for AMD ATI card." - Planar Relief Mapping by Fabio Policarpo.<
> "This version works with any mesh and execute the ray intersection in tangent space. Apparent depth can be controlled with a factor (aspect from width or height divided by depth). So depth 0.1 means 10% of texture tile width/height in object space. This version does not require any extra information passed on vertices." - SSS Skin Shader by J.I. Styles.<
> "The aim of this shader is to emulate all the perceptual qualities of realistic skin like translucency (sss), fresnal specular, gloss, oiliness, etc - kludging what I can to produce fast yet realistic looking results." - TF2 Shader for 3ds Max and Toon/Comic Shader for 3ds Max by Till "Rollin" Maginot.<
> More info in the Polycount thread TF2 and TOON realtime viewport shader (3ds max).
Popular Maya Shaders
(in alphabetical order)
- BRDF shader for Maya by Brice Vandemoortele and Cedric Caillaud<
>3ds Max version ported by Christoph "CrazyButcher" Kubisch. More info in the Polycount thread Free Maya/max cgfx/fx Shader. Update: New version here with many updates, including object-space normal maps, relief mapping, self-shadowing, etc. - KoddeShader by Kostas "Kodde" Gialitakis<
> Has several features such as normal mapping, specular, gloss, reflections, ambient cube, parallax, etc. More info in the Polycount thread "KoddeShader", a Maya CGFX shader. - lcNextGenShader by Leonardo "chronic" Covarrubias<
> Has many techniques and parameters, including normal mapping, specular, ambient env cube, SSS, etc.
Creating Shaders
- The Tech-Artists.Org Shaders Portal<
> A ton of great information about creating shaders. - TF2 Shading in UT3 by Steffen "Neox" "polyphobia" Unger<
> Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3.
<
>
Pages in category "Shaders"
The following 6 pages are in this category, out of 6 total.