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[RELEASE] Extended Phong Shader (ps20b for phong and prlx)

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imgarfield
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PostPosted: Tue Sep 26, 2006 2:40 pm    Post subject: [RELEASE] Extended Phong Shader (ps20b for phong and prlx)
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Hi, all

after the 14/9 release of the SDK there is finally some refresh of the shaders sampe code. Most interesting to me was the new Phong shader (I was just about to start writing one myself, because the old envmap-only model for speculars was pretty limited) and after few days I managed to to make it work the way I want it:
BETA screenshots:


BETA2 screenshots:



BETA4 screenshots:


BETA6 screenshots:


BETA7 screenshots:


RC1 screenshots:



As usual FileFront upload is down Mad So this is a temp link to it:
BETA download link:
http://www.uploading.com/files/A1LB6NPA/MN_PhongExBETA.zip.html

BETA2 download link:
http://www.uploading.com/files/1DTSS213/MN_PhongExBETA2.zip.html

BETA3 download link:
http://www.uploading.com/files/LHTYE9JY/MN_PhongExBETA3.zip.html
BETA3 Flashlight crash fix download link:
http://www.uploading.com/files/PD7YOM3L/game_shader_dx9.dll.html
more info about BETA3: http://www.hl2world.com/bbs/viewtopic.php?t=46068&postdays=0&postorder=asc&start=45

BETA4 download link:
http://www.uploading.com/files/N4PS2KNQ/MN_PhongExBETA4.zip.html
more info about BETA4: http://www.hl2world.com/bbs/viewtopic.php?t=46068&postdays=0&postorder=asc&start=75

BETA5 and up download link:
http://hosted.filefront.com/thegarfield/1868686
more info about BETA5: http://www.hl2world.com/bbs/viewtopic.php?t=46068&postdays=0&postorder=asc&start=120
more info about BETA6: http://www.hl2world.com/bbs/viewtopic.php?t=46068&postdays=0&postorder=asc&start=165
more info about BETA7: http://www.hl2world.com/bbs/viewtopic.php?p=677865#677865

RC1 and up download link:
http://hosted.filefront.com/thegarfield
more info about RC1: http://www.hl2world.com/bbs/viewtopic.php?t=46068&postdays=0&postorder=asc&start=315
more info about RC1 documentation: http://www.hl2world.com/bbs/viewtopic.php?p=680596#680596

You can download it and try it.

NOTE that as with the original sdk phong shader this one is compiled to ps_20b...this means no RADEON 9x00 and geForce 5xxx and lower! I really hope it will work great on all newer cards (R X7xx/8xx and gF 6xxx and above) because this will be the base for the new modelversion of the prallax occlusion shader:)

NOTEtoNOTE: Since beta7 the shader has ps20 fallback. Under the fallback it does not have phong or parallax, but some of the effects, shown in beta6 screens are available, although heavily limited.

Do not forget to read the readme.rtf!

THUMBS UP:)
MihailNajdenov
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Some HL2 shaders: http://hosted.filefront.com/thegarfield/


Last edited by imgarfield on Fri Nov 10, 2006 12:52 pm; edited 8 times in total
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PostPosted: Tue Sep 26, 2006 3:28 pm    Post subject:
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very nice. thanks Texan
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Duke:hazzard
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PostPosted: Tue Sep 26, 2006 3:44 pm    Post subject:
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Looks good Thumb Up
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CapsAdmin
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PostPosted: Wed Sep 27, 2006 9:19 am    Post subject:
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This is looking very nice. Could you show us a screenshot that compares between the old and the new phong shader? Or an in game screenshot? I'm currently at school, so I can't test it yet.
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SideEffect
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PostPosted: Wed Sep 27, 2006 10:42 am    Post subject:
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Shocked I really need to get me a new video card.
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duke
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PostPosted: Wed Sep 27, 2006 10:59 am    Post subject:
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This is bloody excellent! Could I request the added ability to use %detailtexture in vertexlitgeneric and unlitgeneric? Smile
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imgarfield
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PostPosted: Wed Sep 27, 2006 12:19 pm    Post subject:
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@CapsAdmin Basically the big "new" feature is envmap. In the original sdk shader phong and envmap are mutualy exclusive. This often makes sense (in the envmap you see the real reflection of the lightsource and some phong blob walking around on the reflection looks weird because it rarely maches the lightsource position in the envmap) But as shown in the pictures (the red pastic and the partial reflective sphere) sometimes using them both is essential especialy in outdoor scenes where the Phong spec acts as reflection of the sun.
The other stuff new is just better control over the parameters.

@duke It is theoreticaly not a problem adding detailtexture but Im on the edge of texture resources that I can use within the shader, still I must implement the parallax part of it:) Note for instance that in the originl (ps20) sdk shaders bumpmap and detailtexture was considered mutualy exclusive.

One thing I was thinking to do is add $bumpscale, but one that supports negative values too (inverting the bump), not sure if the original HL2 shaders support thet, but the sdk ones do not have bumpscale at all.

10x for the feedback/requests! I will wait a bit before uploading the first basic prlx version because I want to make sure this one works fine on all cards (read Radeon X700/X800 Smile )

Do not forget to post feedback (if it works fine too:)), 10x again.
MihailNajdenov
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Some HL2 shaders: http://hosted.filefront.com/thegarfield/


Last edited by imgarfield on Wed Sep 27, 2006 4:31 pm; edited 1 time in total
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PostPosted: Wed Sep 27, 2006 2:58 pm    Post subject:
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http://files.photojerk.com/capsadmin/damn.JPG
Sad

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entity
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PostPosted: Wed Sep 27, 2006 3:04 pm    Post subject:
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love the fresnel effect
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zeta
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PostPosted: Wed Sep 27, 2006 3:29 pm    Post subject:
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The red ball is incredible.
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RomeoJGuy
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PostPosted: Wed Sep 27, 2006 5:17 pm    Post subject:
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What is different with your lightwarp texture. Because I was messing with that in the standard shaders and I got very strange effects It makes the model glow from whatever lightsource was behind them with one of the texture gradients I came up with. Bscly it was a dark tan gradienting into a very light tan.
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Paracyte
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PostPosted: Wed Sep 27, 2006 5:47 pm    Post subject:
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As usual you have some very cool shaders here Garfield!
Everything was good; fresnel envmaps, phong+envmaps, lightwarp all worked great.

Can't wait to see how it all looks along with the parallax.

Edit: Heres the specs:
Video Card: BFG 7800 GTX
Processor: AMD Athlon 4800+
Memory: 2GB PC3200
OS: Win XP (64-bit)

Also I went ahead and added your shader to some of my own work. Everything came out very nicely. I tested each of the parameters with my own materials and they all work exactly as described. The extra control over the exponent map with those max and min parameters is very useful too! Smile


Last edited by Paracyte on Thu Sep 28, 2006 12:50 am; edited 3 times in total
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Langenscheiss
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PostPosted: Wed Sep 27, 2006 7:43 pm    Post subject:
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Holy shit. This looks awesome. And the best thing is:

It works flawlessly with a Radeon x800 ! Guess the old friend named "bug" comes around when the parallax-effect is implemented. But of course i hope this ain't gonna happen.
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imgarfield
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PostPosted: Wed Sep 27, 2006 8:01 pm    Post subject:
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@RomeoJGuy The shader itself does nothig new with the lightwrap... it is just straight sdk code. The texture is basicaly the same thing you see in the shot (it is included in the pagage of cource). First I had problems with wightrap too. Most of the time the whole material was overbrightend, the "trick" is to use some darker "background" as $basetexture (in the examples this is 50% gray texture).

@Paracyte Thanks for the feedback! I only ask if you can edit your post and add your specs (mainly the video). I have forgotten them... and It is a good thing the others to have them as reference.

@Langenscheiss YEEAAAAAA! this is what I was waiting for! Tomorrow (here it is 23:19) I will begin adding some basic prlx and upload as fast as possible in order to test!

10x!
MihailNajdenov
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Some HL2 shaders: http://hosted.filefront.com/thegarfield/


Last edited by imgarfield on Wed Sep 27, 2006 8:20 pm; edited 2 times in total
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Romka
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PostPosted: Wed Sep 27, 2006 8:17 pm    Post subject:
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Is there also phonging stuff for any glass effects? Very Happy

btw thumbs up
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