SleepKiller's Shader Patch Beta - v0.5.0

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Re: SleepKiller's Shader Patch Beta - v0.5.0

Postby Calrissian97 » Mon May 07, 2018 4:01 pm

Nice! This revision fixed the real flaky water bug!
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Shadows are still dark, but honestly I'm just happy with the water fixed. :mrgreen:

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Re: SleepKiller's Shader Patch Beta - v0.5.0

Postby thelegend » Thu May 31, 2018 4:19 pm

Are you going to release a downloadable version with the soft shadows enabled+everything included? I would really appreciate this :D

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Re: SleepKiller's Shader Patch Beta - v0.5.0

Postby SleepKiller » Fri Jun 01, 2018 1:26 am

thelegend wrote:Are you going to release a downloadable version with the soft shadows enabled+everything included? I would really appreciate this :D
I aim to hopefully have Soft shadows back in the next release in some form. I'm unsure however what you mean by "everything included" though. Can you elaborate?

I also wouldn't mind some opinions from anyone following this project. Currently I'm working on an editor for Shader Patch. Their are a couple reasons for this. The first is the intention of letting you import stock maps and giving you a useful base to convert the map over to using PBR materials. The second is the primary reason, SWBFII's global illimitation options are kind of lackluster (either two hemisphere lights or prebaked vertex lighting). I'd like something better and easier to use, like lightmaps. Thus I'm writing the editor in order to have a way to bake them and apply them to any model. However I'm unsure how much I should actually focus on this. If it's something that a couple of people like the sound of and are now eagerly awaiting I'll be inclined to focus on it and include it in the next release. Otherwise I'll likely just slowly work on it for myself and it may or may not one day come to something.

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Re: SleepKiller's Shader Patch Beta - v0.5.0

Postby Marth8880 » Fri Jun 01, 2018 4:06 pm

SleepKiller wrote:I'd like something better and easier to use, like lightmaps. Thus I'm writing the editor in order to have a way to bake them and apply them to any model. However I'm unsure how much I should actually focus on this. If it's something that a couple of people like the sound of and are now eagerly awaiting I'll be inclined to focus on it and include it in the next release. Otherwise I'll likely just slowly work on it for myself and it may or may not one day come to something.

This would be absolutely outstanding! It's a huge pain to use XSI to bake lighting into the vertices, especially since the red and blue color channels are swapped when munged for whatever reason and the models need to be heavily tessellated in order for it to look good. Do you have any sort of UI wireframes mocked up that I/we could take a look at? :o

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Re: SleepKiller's Shader Patch Beta - v0.5.0

Postby SleepKiller » Fri Jun 01, 2018 11:48 pm

Marth8880 wrote:This would be absolutely outstanding! It's a huge pain to use XSI to bake lighting into the vertices, especially since the red and blue color channels are swapped when munged for whatever reason and the models need to be heavily tessellated in order for it to look good. Do you have any sort of UI wireframes mocked up that I/we could take a look at? :o
Sure I have a (very) rough idea of the layout of the main editor UI. (Not much more at this stage.) Any feedback anyone has on it would be much appreciated, as my experience in UI design is so limited that all I can do is create something that would be useful for me.

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The actual application won't be using WPF (I just mocked up the UI in Blend because I find it easy to use.), it'll be using dear ImGui, probably.

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Re: SleepKiller's Shader Patch Beta - v0.5.0

Postby Güffel » Sun Jun 03, 2018 3:30 am

Image

i am not sure but i think the Water high rez reflektion is not working for me anymore+
but i'm realy not sure :?

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Re: SleepKiller's Shader Patch Beta - v0.5.0

Postby SleepKiller » Sun Jun 03, 2018 10:11 pm

It's been the case for a while now that SP defaults to (as an optimization) using a reflection buffer half the size of what is needed for pixel perfect reflection. (The same thing it does for the refraction buffer.) This is still much higher resolution than what the game normally uses and in general this is not noticeable. If you open "shader patch.yml" in your favourite text editor you can control the scale used for both the refraction and reflection buffers. (Using "ReflectionBufferScale" and "RefractionBufferScale" under rendering respectfully.) Setting them both to 1.0 will give you the best quality.

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