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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Make sure to save any changes to your level before adding these, because typing them in is a bit fragile right now.
+
[[Category: Modding]]
 +
[[Category: Overgrowth]]
  
Be careful when adding these to not type in <code>#</code> with no text behind it, or you will get a ton of OpenGL errors, and and probably crash to desktop.
+
'''TODO''': Add embedded screenshots and/or gifs/webms for all these effects to show what they look like.
 
 
The trick I use is to type the word first (such as <code>ASH</code>), then add the <code>#</code> at the beginning of the word (so it becomes <code>#ASH</code>).
 
 
 
Another trick is to type these tags manually into the Scenegraph Search field below, where they do no harm. Then copy and paste it up into the script parameters above.
 
  
 
==Particles==
 
==Particles==
Line 12: Line 9:
  
 
# 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. Remember to either copy in the whole tag, or type in the name before adding the preceding <code>#</code>, or you will likely see a lot of errors, and may crash the editor.
+
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. Remember to either copy in the whole tag, or type in the name before adding the preceding <code>#</code>, or you will likely see a lot of errors, and may crash the editor.
+
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>
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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>#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.

Particles

Create and set the GPU Particle Field level script parameter

  1. Open a level
  2. Launch the editor (F1 key. You may have to hold the FN and/or SHIFT key to get this to work)
  3. Open the Scenegraph properties (Windows -> Scenegraph or the Y key)
  4. Expand Level
  5. Expand Script Params
  6. If you do not see GPU Particle Field in the list, click the New parameter button
  7. Double click where it says Untitled parameter
  8. 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

  1. Open a level
  2. Launch the editor (F1 key. You may have to hold the FN and/or SHIFT key to get this to work)
  3. Open the Scenegraph properties (Windows -> Scenegraph or the Y key)
  4. Expand Level
  5. Expand Script Params
  6. If you do not see Custom Shader in the list, click the New parameter button
  7. Double click where it says Untitled parameter
  8. 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, and SKY_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 the Objects/Decals/water_froth.xml water decal scroll, when modifying its green tint parameter (with CTRL + 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