Shader And Weather Effects: Difference between revisions
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Edoantonioco (talk | contribs) gpu occluder thing |
→Set the value of GPU Particle Field to some of these tags: Added #SANDSTORM |
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::: <code>#WATER_DELETE</code> - Make fireflies not appear under water (must also define #FIREFLY to use this)<br> | ::: <code>#WATER_DELETE</code> - Make fireflies not appear under water (must also define #FIREFLY to use this)<br> | ||
: <code>#RAIN</code> - Falling rain particles (see [[RainWeatherEffects|these instructions for how to make this effect more dramatic]])<br> | : <code>#RAIN</code> - Falling rain particles (see [[RainWeatherEffects|these instructions for how to make this effect more dramatic]])<br> | ||
: <code>#SANDSTORM</code> - Flying sand particles, used in Drika's Story | |||
: <code>#SNOW</code> - Falling snow particles<br> | : <code>#SNOW</code> - Falling snow particles<br> | ||
:: <code>#MED</code> - Decrease the amount of snow particles (must also define #SNOW to use this)<br> | :: <code>#MED</code> - Decrease the amount of snow particles (must also define #SNOW to use this)<br> | ||
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: <code>#EMISSIVE</code> - Makes the world fully bright (probably not great to keep in level, might be useful for detail work. Not guaranteed to not cause errors)<br> | : <code>#EMISSIVE</code> - Makes the world fully bright (probably not great to keep in level, might be useful for detail work. Not guaranteed to not cause errors)<br> | ||
: <code>#GPU_PARTICLE_FIELD_OCCLUSION</code> - Use alongside Particle Occluder Hotspot if you want snow/rain/other GPU Particle Field weather effects to not appear inside a certain area.<br> | : <code>#GPU_PARTICLE_FIELD_OCCLUSION</code> - Use alongside Particle Occluder Hotspot if you want snow/rain/other GPU Particle Field weather effects to not appear inside a certain area.<br> | ||
: <code>#LIGHT_AMB</code> - Softens point lights<br> | |||
: <code>#MISTY</code> - Adds a volumetric steamy haze effect (can see it even without fog, but fog makes it more visible, and the effect while there's no fog is not very realistic)<br> | : <code>#MISTY</code> - Adds a volumetric steamy haze effect (can see it even without fog, but fog makes it more visible, and the effect while there's no fog is not very realistic)<br> | ||
: <code>#MISTY2</code> - Adds a volumetric rolling steamy haze effect (can see it even without fog, but fog makes it more visible, and the effect while there's no fog is not very realistic)<br> | : <code>#MISTY2</code> - Adds a volumetric rolling steamy haze effect (can see it even without fog, but fog makes it more visible, and the effect while there's no fog is not very realistic)<br> | ||
: <code>#RAINY</code> - Makes characters appear wet, and adds a misty animated haze rain effect (see [[RainWeatherEffects|these instructions for how to make this effect more dramatic]])<br> | : <code>#RAINY</code> - Makes characters appear wet, and adds a misty animated haze rain effect (see [[RainWeatherEffects|these instructions for how to make this effect more dramatic]])<br> | ||
:: <code>#NO_SKY_HIGHLIGHT</code> - Add this in combination with <code>#RAINY</code> to remove the brightness found in the sky.<br> | |||
: <code>#SCROLL_VERY_SLOW</code> - Uhhh creepy stuff!<br> | : <code>#SCROLL_VERY_SLOW</code> - Uhhh creepy stuff!<br> | ||
: <code>#SKY_ARK</code> - Adds glistening wetness to ground, and adds a volumetric steamy haze effect<br> | : <code>#SKY_ARK</code> - Adds glistening wetness to ground, and adds a volumetric steamy haze effect<br> | ||
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: <code>#SNOW_EVERYWHERE2</code> - Adds a thick snow cap all over objects, a thin snow cap on characters, and turns the sky into a colorful gradient (can turn a non-snowy level into a snowy one)<br> | : <code>#SNOW_EVERYWHERE2</code> - Adds a thick snow cap all over objects, a thin snow cap on characters, and turns the sky into a colorful gradient (can turn a non-snowy level into a snowy one)<br> | ||
: <code>#SNOW_EVERYWHERE3</code> - Adds a thick directional snow cap partially covering objects, and a thin snow cap on characters (can turn a non-snowy level into a snowy one)<br> | : <code>#SNOW_EVERYWHERE3</code> - Adds a thick directional snow cap partially covering objects, and a thin snow cap on characters (can turn a non-snowy level into a snowy one)<br> | ||
: <code>#SHADOW_POINT_LIGHTS</code> - Makes ambient shadow decals unaffected by point lights, very useful for interior scenes<br> | |||
: <code>#SWAMP</code> - Adds a slimy coating to everything, and makes rainbows appear<br> | : <code>#SWAMP</code> - Adds a slimy coating to everything, and makes rainbows appear<br> | ||
: <code>#SWAMP2</code> - Like <code>#SWAMP</code>, but it also makes ground and objects above a certain level appear wet, and with different lighting<br> | |||
:: <code>#MORE_REFLECT</code> - Removes the wet level (must also define #SWAMP2)<br> | |||
: <code>#TEST_CLOUDS_2</code> - Switches the sky box to a moving cloud texture, and projects cloud shadows onto the ground/objects<br> | : <code>#TEST_CLOUDS_2</code> - Switches the sky box to a moving cloud texture, and projects cloud shadows onto the ground/objects<br> | ||
:: <code>#MORECLOUDS</code> - Increases the density of the clouds (must also define #TEST_CLOUDS_2 to use this)<br> | :: <code>#MORECLOUDS</code> - Increases the density of the clouds (must also define #TEST_CLOUDS_2 to use this)<br> | ||
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: <code>#VOLCANO</code> - Adds a red underglow shader on the world and objects, and adds a heat haze effect<br> | : <code>#VOLCANO</code> - Adds a red underglow shader on the world and objects, and adds a heat haze effect<br> | ||
:: <code>#LESS_SHIMMER</code> - Reduces the heat haze effect slightly (must also define #VOLCANO to use this)<br> | :: <code>#LESS_SHIMMER</code> - Reduces the heat haze effect slightly (must also define #VOLCANO to use this)<br> | ||
:: <code>#LESS_GLOW</code> - Reduces the glow effect slightly (must also define #VOLCANO to use this)<br> | |||
: <code>#WATER_HORIZON</code> - Makes ground and objects above a certain level appear wet, and adds distant fog to make water appear to extend off all the way to the horizon<br> | : <code>#WATER_HORIZON</code> - Makes ground and objects above a certain level appear wet, and adds distant fog to make water appear to extend off all the way to the horizon<br> | ||
:: <code>#ALT</code> - Raises the water level, and extends the fog/horizon distance<br> | :: <code>#ALT</code> - Raises the water level, and extends the fog/horizon distance<br> | ||
: <code>#WATERFALL_ARENA</code> - Makes foam texture scroll, adds foggy haze, and makes rainbows appear. Use <code>#CAVE</code> at the same time to remove the rainbows and change the fog a bit<br> | : <code>#WATERFALL_ARENA</code> - Makes foam texture scroll, adds foggy haze, and makes rainbows appear. Use <code>#CAVE</code> at the same time to remove the rainbows and change the fog a bit<br> | ||
Latest revision as of 20:48, 6 April 2020
TODO: Add embedded screenshots and/or gifs/webms for all these effects to show what they look like.
Particles
Create and set the GPU Particle Field level script parameter
- Open a level
- Launch the editor (F1 key. You may have to hold the FN and/or SHIFT key to get this to work)
- Open the Scenegraph properties (Windows -> Scenegraph or the Y key)
- Expand
Level - Expand
Script Params - If you do not see
GPU Particle Fieldin the list, click the New parameter button - Double click where it says
Untitled parameter - Type
GPU Particle Fieldand hit ENTER
Make sure to remove this parameter if you're not using it, or you'll see a bunch of non-moving particles floating throughout the world.
Set the value of GPU Particle Field to some of these tags
Separate multiple tags using spaces.
Note: These parameters are case sensitive. They must be in upper case, or they will not work!
#ASH- Falling ash, rising smoke, and flying ember particles#BUGS- Flying bug particles
#MOREBUGS- Increase the amount of bugs (must also define #BUGS to use this)#FIREFLY- Flying glowing bug particles (must also define #BUGS to use this)
#WATER_DELETE- Make fireflies not appear under water (must also define #FIREFLY to use this)
#RAIN- Falling rain particles (see these instructions for how to make this effect more dramatic)#SANDSTORM- Flying sand particles, used in Drika's Story#SNOW- Falling snow particles
#MED- Decrease the amount of snow particles (must also define #SNOW to use this)
Weather Effects/World Shaders
Create and set the Custom Shader level script parameter
- Open a level
- Launch the editor (F1 key. You may have to hold the FN and/or SHIFT key to get this to work)
- Open the Scenegraph properties (Windows -> Scenegraph or the Y key)
- Expand
Level - Expand
Script Params - If you do not see
Custom Shaderin the list, click the New parameter button - Double click where it says
Untitled parameter - Type
Custom Shaderand hit ENTER
Set the value of Custom Shader to some of these tags
Separate multiple tags using spaces.
Note: These parameters are case sensitive. They must be in upper case, or they will not work!
#ADD_MOON- Adds glowing orb into sky (sky must be dark enough for you to see it, and can be obscured by a "sun" with a visible intensity)#ADD_STARS- Adds twinkling dots into sky (sky must be dark enough for you to see them)#BEACH- Adds glistening wetness to ground, and water caustics#CAVE- Adds a haze effect, similar to what is seen in#MISTY,MISTY2, andSKY_ARK#DAMP_FOG- Adds full screen rolling effect modifier to fog (must have some fog set in order to see this)#DIRECTED_WATER_DECALS- Adds the ability to make theObjects/Decals/water_froth.xmlwater decal scroll, when modifying its green tint parameter (withCTRL + P)#EMISSIVE- Makes the world fully bright (probably not great to keep in level, might be useful for detail work. Not guaranteed to not cause errors)#GPU_PARTICLE_FIELD_OCCLUSION- Use alongside Particle Occluder Hotspot if you want snow/rain/other GPU Particle Field weather effects to not appear inside a certain area.#LIGHT_AMB- Softens point lights#MISTY- Adds a volumetric steamy haze effect (can see it even without fog, but fog makes it more visible, and the effect while there's no fog is not very realistic)#MISTY2- Adds a volumetric rolling steamy haze effect (can see it even without fog, but fog makes it more visible, and the effect while there's no fog is not very realistic)#RAINY- Makes characters appear wet, and adds a misty animated haze rain effect (see these instructions for how to make this effect more dramatic)
#NO_SKY_HIGHLIGHT- Add this in combination with#RAINYto remove the brightness found in the sky.
#SCROLL_VERY_SLOW- Uhhh creepy stuff!#SKY_ARK- Adds glistening wetness to ground, and adds a volumetric steamy haze effect#SNOW_EVERYWHERE- Adds a thin frost cap all over objects, a thick snow cap on the very top of them, and a thin snow cap on characters (most useful if a level is already "snowy")#SNOW_EVERYWHERE2- Adds a thick snow cap all over objects, a thin snow cap on characters, and turns the sky into a colorful gradient (can turn a non-snowy level into a snowy one)#SNOW_EVERYWHERE3- Adds a thick directional snow cap partially covering objects, and a thin snow cap on characters (can turn a non-snowy level into a snowy one)#SHADOW_POINT_LIGHTS- Makes ambient shadow decals unaffected by point lights, very useful for interior scenes#SWAMP- Adds a slimy coating to everything, and makes rainbows appear#SWAMP2- Like#SWAMP, but it also makes ground and objects above a certain level appear wet, and with different lighting
#MORE_REFLECT- Removes the wet level (must also define #SWAMP2)
#TEST_CLOUDS_2- Switches the sky box to a moving cloud texture, and projects cloud shadows onto the ground/objects
#MORECLOUDS- Increases the density of the clouds (must also define #TEST_CLOUDS_2 to use this)#CLOUDS_DO_NOT_TINT_SKY- Uses the skybox behind the clouds, instead of tinting the sky with a solid color (must also define #TEST_CLOUDS_2 to use this)#CLOUDS_ALPHA- Makes clouds do alpha blending against the sky map, instead of an opaque overlay (must also define #TEST_CLOUDS_2 to use this)#CLOUDS_BELOW_HORIZON- Makes clouds appear below the horizon instead of above it - level is "over the clouds" (must also define #TEST_CLOUDS_2 to use this)#CLOUDS_DO_NOT_CAST_SHADOWS- Gets rid of cloud shadows that are cast on the world - useful if clouds are below horizon (must also define #TEST_CLOUDS_2 to use this)#CLOUDS_VORTEX- Makes the clouds swirl into a point in the center of the level, like the eye of a storm (must also define #TEST_CLOUDS_2 to use this)
#VOLCANO- Adds a red underglow shader on the world and objects, and adds a heat haze effect
#LESS_SHIMMER- Reduces the heat haze effect slightly (must also define #VOLCANO to use this)#LESS_GLOW- Reduces the glow effect slightly (must also define #VOLCANO to use this)
#WATER_HORIZON- Makes ground and objects above a certain level appear wet, and adds distant fog to make water appear to extend off all the way to the horizon
#ALT- Raises the water level, and extends the fog/horizon distance
#WATERFALL_ARENA- Makes foam texture scroll, adds foggy haze, and makes rainbows appear. Use#CAVEat the same time to remove the rainbows and change the fog a bit