Difference between revisions of "Shader And Weather Effects"
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(→Set the value of GPU Particle Field to some of these tags: Added #SANDSTORM) |
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− | + | [[Category: Modding]] | |
+ | [[Category: Overgrowth]] | ||
− | + | '''TODO''': Add embedded screenshots and/or gifs/webms for all these effects to show what they look like. | |
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==Particles== | ==Particles== | ||
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# Open a level | # Open a level | ||
− | # Launch the editor (F1 key. You may have to hold the <kbd>FN</kbd> and/or <kbd>SHIFT</kbd> key to get this to work) | + | # Launch the editor (<kbd>F1</kbd> key. You may have to hold the <kbd>FN</kbd> and/or <kbd>SHIFT</kbd> key to get this to work) |
# Open the Scenegraph properties ('''Windows''' -> '''Scenegraph''' or the <kbd>Y</kbd> key) | # Open the Scenegraph properties ('''Windows''' -> '''Scenegraph''' or the <kbd>Y</kbd> key) | ||
# Expand <code>Level</code> | # Expand <code>Level</code> | ||
Line 24: | Line 21: | ||
===Set the value of <code>GPU Particle Field</code> to some of these tags=== | ===Set the value of <code>GPU Particle Field</code> to some of these tags=== | ||
− | Separate multiple tags using spaces. | + | Separate multiple tags using spaces. |
+ | |||
+ | '''Note''': These parameters are '''case sensitive'''. They must be in upper case, or they will not work! | ||
: <code>#ASH</code> - Falling ash, rising smoke, and flying ember particles<br> | : <code>#ASH</code> - Falling ash, rising smoke, and flying ember particles<br> | ||
Line 31: | Line 30: | ||
:: <code>#FIREFLY</code> - Flying glowing bug particles (must also define #BUGS to use this)<br> | :: <code>#FIREFLY</code> - Flying glowing bug particles (must also define #BUGS to use this)<br> | ||
::: <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<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> | ||
Line 40: | Line 40: | ||
# Open a level | # Open a level | ||
− | # Launch the editor (F1 key. You may have to hold the <kbd>FN</kbd> and/or <kbd>SHIFT</kbd> key to get this to work) | + | # Launch the editor (<kbd>F1</kbd> key. You may have to hold the <kbd>FN</kbd> and/or <kbd>SHIFT</kbd> key to get this to work) |
# Open the Scenegraph properties ('''Windows''' -> '''Scenegraph''' or the <kbd>Y</kbd> key) | # Open the Scenegraph properties ('''Windows''' -> '''Scenegraph''' or the <kbd>Y</kbd> key) | ||
# Expand <code>Level</code> | # Expand <code>Level</code> | ||
Line 50: | Line 50: | ||
===Set the value of <code>Custom Shader</code> to some of these tags=== | ===Set the value of <code>Custom Shader</code> to some of these tags=== | ||
− | Separate multiple tags using spaces. | + | Separate multiple tags using spaces. |
+ | |||
+ | '''Note''': These parameters are '''case sensitive'''. They must be in upper case, or they will not work! | ||
: <code>#ADD_MOON</code> - 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)<br> | : <code>#ADD_MOON</code> - 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)<br> | ||
: <code>#ADD_STARS</code> - Adds twinkling dots into sky (sky must be dark enough for you to see them)<br> | : <code>#ADD_STARS</code> - Adds twinkling dots into sky (sky must be dark enough for you to see them)<br> | ||
: <code>#BEACH</code> - Adds glistening wetness to ground, and water caustics<br> | : <code>#BEACH</code> - Adds glistening wetness to ground, and water caustics<br> | ||
+ | : <code>#CAVE</code> - Adds a haze effect, similar to what is seen in <code>#MISTY</code>, <code>MISTY2</code>, and <code>SKY_ARK</code><br> | ||
: <code>#DAMP_FOG</code> - Adds full screen rolling effect modifier to fog (must have some fog set in order to see this)<br> | : <code>#DAMP_FOG</code> - Adds full screen rolling effect modifier to fog (must have some fog set in order to see this)<br> | ||
+ | : <code>#DIRECTED_WATER_DECALS</code> - Adds the ability to make the <code>Objects/Decals/water_froth.xml</code> water decal scroll, when modifying its green tint parameter (with <code>CTRL + P</code>)<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>#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>#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<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> | ||
Line 65: | Line 72: | ||
: <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>#CLOUDS_DO_NOT_TINT_SKY</code> - Uses the skybox behind the clouds, instead of tinting the sky with a solid color (must also define #TEST_CLOUDS_2 to use this)<br> | ||
+ | :: <code>#CLOUDS_ALPHA</code> - Makes clouds do alpha blending against the sky map, instead of an opaque overlay (must also define #TEST_CLOUDS_2 to use this)<br> | ||
+ | :: <code>#CLOUDS_BELOW_HORIZON</code> - Makes clouds appear below the horizon instead of above it - level is "over the clouds" (must also define #TEST_CLOUDS_2 to use this)<br> | ||
+ | :: <code>#CLOUDS_DO_NOT_CAST_SHADOWS</code> - 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)<br> | ||
+ | :: <code>#CLOUDS_VORTEX</code> - 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)<br> | ||
: <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<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 03:48, 7 April 2020
TODO: Add embedded screenshots and/or gifs/webms for all these effects to show what they look like.
Contents
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 Field
in the list, click the New parameter button - Double click where it says
Untitled parameter
- Type
GPU Particle Field
and 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 Shader
in the list, click the New parameter button - Double click where it says
Untitled parameter
- Type
Custom Shader
and 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.xml
water 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#RAINY
to 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#CAVE
at the same time to remove the rainbows and change the fog a bit