UPDATE: More recent version and sample pics. Added functionality for glossy reflection and translucency.
Hello, all. I've been away for a while, but still dabble in trueSpace from time to time.
Here's a glossy reflection shader for ShaderLab I'm working on. Thought I'd post a draft version of it that seems to be working good.
Be sure to set the following raytrace options when using the shader:
Reflect = 0.01
Ray Limit = 0.01
Max Depth = 2 or greater
Glossy Reflection Shader for ShaderLab
Glossy Reflection Shader for ShaderLab
Last edited by cthulhu on 28 Sep 2015, 07:48, edited 1 time in total.
- Cellulo
- Lieutenant
- Posts: 915
- Joined: 27 Sep 2012, 07:48
- Type the number ten into the box: 9
- Location: France
- Contact:
Re: Glossy Reflection Shader for ShaderLab
Thanks cthulhu can i use your shader for my Modelside Edition V2.0 ? also with your old shaders for Shaderlab and shadermagic from old trueSpace forums.
Re: Glossy Reflection Shader for ShaderLab
Hi Cellulo. Yes, you may use my shaders.
- Cellulo
- Lieutenant
- Posts: 915
- Joined: 27 Sep 2012, 07:48
- Type the number ten into the box: 9
- Location: France
- Contact:
Re: Glossy Reflection Shader for ShaderLab
Thanks cthulhu.
Re: Glossy Reflection Shader for ShaderLab
Additional sample images...
- Cellulo
- Lieutenant
- Posts: 915
- Joined: 27 Sep 2012, 07:48
- Type the number ten into the box: 9
- Location: France
- Contact:
Re: Glossy Reflection Shader for ShaderLab
Thanks for the update cthulhu it's really cool effect.
Re: Glossy Reflection Shader for ShaderLab
UPDATE: Fixed links to images below (hopefully). Also trying to get glossy reflection and refraction working together in one shader.
Been re-working this glossy shader for better speed, but still running into bugs. Thought I'd post a comparison render (straight mirror vs. glossy/brushed look). Brushed metal render was 5 minutes on a 2GHz Intel i7 laptop with 6GB of RAM.
My original shader used an array to hold the blur offset values, but the new shader uses a loop to keep averaging samples together. The original shader used straight random numbers to blur things, but I'm trying a hybrid random+noise function. It can also self-reflect quite well. I hope to post a working, usable shader soon.
Been re-working this glossy shader for better speed, but still running into bugs. Thought I'd post a comparison render (straight mirror vs. glossy/brushed look). Brushed metal render was 5 minutes on a 2GHz Intel i7 laptop with 6GB of RAM.
My original shader used an array to hold the blur offset values, but the new shader uses a loop to keep averaging samples together. The original shader used straight random numbers to blur things, but I'm trying a hybrid random+noise function. It can also self-reflect quite well. I hope to post a working, usable shader soon.