Difference between revisions of "Category:Shaders"

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(DOTA2 Hero Shader)
(Drew Watts)
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* '''[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.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.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.polycount.com/forum/showthread.php?t=110022 DOTA2 Hero Shader - 3DS & Maya Shader Material]''' by [http://www.polycount.com/forum/member.php?u=43116 Luigi 'Ace-Angel' Kavijian].<<BR>> Half-Lambert diffuse term with controllable falloff, additive rimlighting, Phong specular, mask support (Dota2 style), all them fancy effects Valve uses!
+
* '''[http://www.polycount.com/forum/showthread.php?t=110022 DOTA2 Hero Shader - 3DS & Maya Shader Material]''' by [http://www.polycount.com/forum/member.php?u=43116 Luigi 'Ace-Angel' Kavijian] and [http://drewwatts.net/ Drew 'Drew++' Watts].<<BR>> Half-Lambert diffuse term with controllable falloff, additive rimlighting, Phong specular, mask support (Dota2 style), all them fancy effects Valve uses!
 
* '''[http://www.aurelm.com/envo/ ENVO realtime environment shader]''' by [http://www.aurelm.com/ Aurel Manea]<<BR>> From the Polycount thread [http://www.polycount.com/forum/showthread.php?t=100187 ENVO realtime environment shader for 3d studio max].
 
* '''[http://www.aurelm.com/envo/ ENVO realtime environment shader]''' by [http://www.aurelm.com/ Aurel Manea]<<BR>> From the Polycount thread [http://www.polycount.com/forum/showthread.php?t=100187 ENVO realtime environment shader for 3d studio max].
 
* '''[http://www.polycount.com/forum/showpost.php?p=1610563&postcount=2 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://www.polycount.com/forum/showpost.php?p=1610563&postcount=2 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?].
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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>> 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>> 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.polycount.com/forum/showthread.php?t=110022 DOTA2 Hero Shader - 3DS & Maya Shader Material]''' by [http://www.polycount.com/forum/member.php?u=43116 Luigi 'Ace-Angel' Kavijian].<<BR>> Half-Lambert diffuse term with controllable falloff, additive rimlighting, Phong specular, mask support (Dota2 style), all them fancy effects Valve uses!
+
* '''[http://www.polycount.com/forum/showthread.php?t=110022 DOTA2 Hero Shader - 3DS & Maya Shader Material]''' by [http://www.polycount.com/forum/member.php?u=43116 Luigi 'Ace-Angel' Kavijian] and [http://drewwatts.net/ Drew 'Drew++' Watts].<<BR>> Half-Lambert diffuse term with controllable falloff, additive rimlighting, Phong specular, mask support (Dota2 style), all them fancy effects Valve uses!
 
* '''[http://www.kostas.se/?p=142 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]''. '''Update:''' [http://www.kostas.se/?p=17 Version 2.0 here] including updates such as blended normals for skin, cube map mip level parameters for blurring reflections and ambient light, 2-pass transparency support, etc.
 
* '''[http://www.kostas.se/?p=142 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]''. '''Update:''' [http://www.kostas.se/?p=17 Version 2.0 here] including updates such as blended normals for skin, cube map mip level parameters for blurring reflections and ambient light, 2-pass transparency support, etc.
 
* '''[http://www.kostas.se/?p=30 TGA Physically Based Lighting shader]''' by [http://www.kostas.se Kostas "Kodde" Gialitakis] and [http://www.defrostgames.com Niklas Hansson]. Is based around a Physically Based Lighting method of shading where you define materials with albedo, substance and roughness texture rather than diffuse, specular, gloss. Has other features such as cube map based reflections and ambient lighting, normal maps, ambient occlusion, substance based fresnel term which alters reflections and specular, blurred reflections, fully linear shading, energy conserving ambient/reflections, blended normals, etc.
 
* '''[http://www.kostas.se/?p=30 TGA Physically Based Lighting shader]''' by [http://www.kostas.se Kostas "Kodde" Gialitakis] and [http://www.defrostgames.com Niklas Hansson]. Is based around a Physically Based Lighting method of shading where you define materials with albedo, substance and roughness texture rather than diffuse, specular, gloss. Has other features such as cube map based reflections and ambient lighting, normal maps, ambient occlusion, substance based fresnel term which alters reflections and specular, blurred reflections, fully linear shading, energy conserving ambient/reflections, blended normals, etc.

Revision as of 13:05, 30 December 2012

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.


Example Shaders

3ds Max Shaders

(in alphabetical order)

Maya Shaders

(in alphabetical order)

UDK Shaders

  • WL-Shader by "TA20"<
    > UDK shaders for cloth, skin, water, glass, foliage, bricks, etc.

Creating Shaders

Beginner

Red means it needs to be ported
Shaders for Artists
Blending functions
NormalVector, BinormalVector, and TangentVector
Glossary (Shaders)
UnitVector
  • NormalMap, the Wiki page on normal mapping, provides a comprehensive overview on the subject.
  • Ben Cloward's Normal Mapping Tutorial: One of the best sources for people getting into shaders and who want a better understanding of what a normal map is. Covers the basics of lighting, how normal maps work, and the process of creating and applying normal maps.

Intermediate

  • 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.
  • Parallax mapping types: An article briefly covering the different techniques for parallax mapping (offset, parallax occlusion, relief, etc.), with links to the papers detailing them and other related resources.
  • Beautiful, yet Friendly: Article by Guillaume Provost, which explains the behind-the-scenes technical aspect of shaders. A must-read when one starts to think about efficiency, math, and hardware.
Red means it needs to be ported
Shading models
DDS and Normal map compression

Advanced

Red means it needs to be ported
Vertex skinning:
[[[MaxScript|DirectX Scripted Material Plugin]]]:

Tools

To create and edit shaders, most people use a text editor (like Notepad ++) to write them and a 3d program (a game engine, 3ds Max, Maya, etc.) to view them. For those who are new to shaders the following tools provide a graphical user interface for easier creation.

  • Material editors vs. Custom shader code Polycount forum thread
  • Shader FX by Lumonix<
    > This is a full-featured real-time shader editor for 3ds Max. It allows artists with no previous programming experience to build complex HLSL or CG FX shaders, using a graphical schematic interface to wire nodes together. Shader FX is very useful for the beginner artist to get his head around the concepts of creating shaders, with its great node-based interface, and it is useful for the more advanced shader writer to understand how certain nodes work. Kees and Ben are leaders in shaders and analyzing their raw and exported HLSL code will help authors understand many cutting edge techniques, such as sub-surface scattering, fur, and glow. Free for individuals and companies smaller than 2 employees.
  • ShaderFusion by Kurt 'commander_keen' Loeffler<
    > An excellent node-based shader editor for Unity.
  • mental mill Standard Edition is a standalone tool that "allows the user to write and edit shader code, and visually debug the shader by interactively inspecting variables while stepping through the code. As well, the user can export shaders for use in DCC and CAD applications through the supported, customizable back-end formats such as CgFX, HLSL, and GLSL." The more limited Artist Edition is free for personal use, and comes bundled with 3ds Max 2010.
  • NVIDIA's FX Composer is a shader authoring toolset.
  • AMD's RenderMonkey is a shader authoring toolset.

Pages in category "Shaders"

The following 6 pages are in this category, out of 6 total.

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