What shader effects do you want?

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Wind effect
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Animated wind effect for objects, grass, trees, etc.
  • i would like this ^_^

  • This would be great -> http://sheepeuh.com/rain/

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  • This would be great -> http://sheepeuh.com/rain/

    Wow. Yup, that rain would do well.

  • hey Somebody any ideas on how to achieve a top down shockwave?... I've looked into the warp ripple with lens/glass, but it's not quite right...

  • hey Somebody any ideas on how to achieve a top down shockwave?... I've looked into the warp ripple with lens/glass, but it's not quite right...

    I'm also interested in this effect!

    I have found code for its implementation but i dont know how to add it to construct.

    Here: http://www.geeks3d.com/20091116/shader- ... lter-glsl/

    If someone knows please help!

    Also, the same page (http://www.geeks3d.com/shader-library/) and this one (http://pixelshaders.com/examples/) have other effects with code that i think may not be so difficult to "port" to construct. Someone interested please check <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • mattkingz pretty sure you can do that effect with lens/glass and sine... or warp.. not sure but I know it can be done in C2 as is...

  • I am using the Q3D plug-in to create a VR game in Contruct2, but the two camera viewports are still missing the necessary barrel distortion to correct the pincushion distortion caused by the lenses of the VR glasses.

    I would need a double distortion shader effect that makes both viewports bulge like this:

    Has anyone already written an effect like that by any chance?

    And if not, would it be possible that one of you did this, please? It's really the only thing that's keeping me and others from releasing VR games made with C2.

    PS: I guess parameters like distortion center, bulge height/width and buldge strength for each viewport would be helpful.

  • Re: VR game in Contruct2

    I have been doing a bit of work on Oculus Rift effects, and I made the following C2 capx to perform some tests.

    Its not the solution to your request, but you can have a tinker with it if it helps-

    https://dl.dropboxusercontent.com/u/22173473/C2_OcRift.rar

    Default settings-

    left lense right lense

    x offset 60 40

    y offset 50 50

    radius 60 60

    scale 30 30

    Hope this helps. (requires barreldistort effect)

  • chrisbrobs

    Thank you for your reply and the example capx.

    However, as you already suspected, this isn't the solution to my problem, since I cannot address the two Q3D camera viewports as separate objects and apply one bulge to each of them the way you did.

    What I need instead is two oval-shaped barrel distortion bulges right next to each other on the same layer. (Namely the layer that contains the Q3DMaster object.) That's what I meant by "double distortion shader."

  • I dont have access to the QU3 Master object. Does it have a 2/splt camera view option?

    Have you got a screen shot of the scene?

  • chrisbrobs

    It's really not that complicated. In your project file you had two objects, one for each lens or camera viewport. And you applied one barrel distortion effect to each of them.

    With Q3D I cannot address the left and right lens as separate objects. So what I need is a shader that goes across the entire screen, forming two adjacent bulges.

  • 'It's really not that complicated. In your project file you had two objects, one for each lens or camera viewport. And you applied one barrel distortion effect to each of them.

    With Q3D I cannot address the left and right lens as separate objects. So what I need is a shader that goes across the entire screen, forming two adjacent bulges.'

    ------------------------------------------------------

    It's not as easy as it sounds!

    The Paster plugin might be able to do this. (draw 2 quads with barrel distortion and correct image offset applied)

    I will post you an example when I have worked it out.

    I do have a 'Displacement effect shader' that will work for this, but I can't release it because I made it for a client.

    chrisbrobs

  • I will post you an example when I have worked it out.

    Thank you and good luck figuring out a solution without actually being able to test it. I'm a graphics artist, not a coder, so I can't really estimate the complexity of the problem.

    I was messing around with the Paster plugin yesterday, but my game kept giving me errors when I tried to run it, as did the example project provided by the plugin's author. I'll give it another shot in a couple of hours.

    UPDATE: Sadly, no success with Paster.

  • i just made a brain fart... and cleaned it up ... sorry

  • A simple and useful Normal/Specular Map with the option to enable various light sources and change his color, size and position in the gfx. Also with the Normal/Specular map inside the gfx as other animation frame or including in the parameter effects. Something similar to the MMF2 extension but including Specular Map.

    Instagram video to get an idea that how will work(I made this days ago):

    https://instagram.com/p/4HnLpygLy-/

    This are the options that the extension have:

    In the second option called "Normal Map Tileset(Overlay)" if you press the "Edit" button you put the normal map image you desire to apply to the sprite.

    Also you can add various NormalMap inside one like this(only the normals part):

    And in the Tileset Width/height parametre say how much Normal Map tiles there. So in this case 4 in the width and 4 in the height. But well i guess can be improved the system to Construct3 to be more easy.

    The actual normal maps/2D lighting effects i found on Construct2 are using another image to apply the normal map(So you need to duplicate x2 the number of tiles in the layout and put over the other) and other that does automatically without personalization of the Normal/Specular map with some glitches :S .

    Something like this well done can make the games looks very great with the addition of the raycaster shadow/light,etc...

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