
- DO YOU NEED TO PRERENDER SCENES IN LIGHTWORKS PRO HOW TO
- DO YOU NEED TO PRERENDER SCENES IN LIGHTWORKS PRO DOWNLOAD
For best performance, restart your game after enabling disabling an effect, to reset video memory. It's best to just set them in the game's options menu, not during gameplay. Effects shouldn't be enabled/disabled to often. Leave sc_bHDR = 1 if you set it once, otherwise you will get bugs. If you enable the HDR shader at one time, you won't be able to disable it again. I think i might end up integrating AbSu's watereditor anyway (if he lets me use it ), as he did a great job with it. watershader does not support 16:9 resolutions. Have a look at the files beginning with ex_. started creating examples for each effect. If you are using DoF or water, using volumetric light has nearly no impact on framerate. In contrast to other approaches, my version uses the depthmap as mask, so no additional pass has to be rendered.

added god-ray/volumetric-sunlight/crespuscular-light shader.

Moved light calculations from 2nd pass to the vertex shader of first pass. added support for 8 dynamic lights to all-in-one shader. you can now use diffuse_red, ambient_red, specular_red, etc. changed lighting calculation of all-in-one shader to acknex style to better fit standardt A7 materials added environment illumination mapping to all-in-one shader added dynamic softshadow support to all-in-one shader added A7 standardt material shader with dynamic softshadow support Still needs efficient frustrum->depthmap projection to further improve the visual quality added dynamic softshadows for the sun (uses parallel projected shadowmap and variance shadow mapping). I guess i will rewrite the whole thing in the future fixed bugs in volumetric particle shader and tuned it a bit. tuned hdr shader, it's a little faster now and looks a little better you can now set effect parameters during runtime Set you resolution with video_switch, video_set or any other function, then call sc_setup() again. you can now change the screen resolution at runtime. sc_bDOF = 1) and then call sc_setup() again * To enable/disable an effect, set it's var accordingly (i.e. you can now enable/disable effects during runtime. sc_skill is now working the way it should fixed several bugs in sc_core.c and sc_core.h Add shadowmapping support to mtlFX.c shaders 4 volumetric lights could be supported (i guess.) Call volumetric light function for an entity, and rays will be sent out from this entities origin. Add support for local volumetric light. Already working, but needs additional work. Paraboloid Shadowmapping for Pointlights. But i hope my version of things are a little more user friendly and useable in an actual project Well, nothing spectacular, we have already seen all that stuff. for more new features/bugfixes, have a look at the included _readme.txt
DO YOU NEED TO PRERENDER SCENES IN LIGHTWORKS PRO HOW TO
started creating examples on how to use each effect.

you can now enable/disable/alter effects during runtime depthmap is used), using volumetric light has nearly no impact on framerate. If DoF or dynamic water is being used (i.e. Uses the depthmap as mask, so no additional pass has to be rendered. god rays, crepuscular light, volumetric light.you name it. Type 1: Shadows are rendered in an additional pass, the result is then multiplied with the scene. This leads to nice lighting and good fps. Type 0: Shadows are rendered directly on the models, no additional pass required, but you have to change your shaders accordingly. Not supersharp/ubercool and slow, but fast and robust. I HAVE TO DEMAND THIS, AS THERE IS A SHADER-CONTEST GOING ON AND I DON'T WANT UNFAIR COMPETITION. IF YOU ARE UNSURE IF YOU ARE USING SMALL PARTS OR NOT, JUST CONTACT ME. IF YOU ARE USING ONLY SMALL PARTS OF SHADE-C IN YOUR PROJECT, YOU ONLY HAVE TO GIVE CREDITS, NO LOGO. IF YOU MAKE A DONATION AT THE WEBSITE, YOU DON'T HAVE TO SHOW THE LOGO, BUT YOU STILL HAVE TO GIVE CREDITS. IF YOU ARE CREATING A (COMMERCIAL) PROJECT/GAME, YOU HAVE TO SHOW THE SHADE-C LOGO ON STARTUP. Snapshot 1 of the current Shade-C Beta version 0.91įROM NOW ON, YOU HAVE TO GIVE CREDITS WHEN USING SHADE-C (OR PARTS OF IT) IN ONE OF YOUR PROJECTS.
DO YOU NEED TO PRERENDER SCENES IN LIGHTWORKS PRO DOWNLOAD
What the.!, i forgot the download link! Here it is:
