saindd Posted June 9, 2015 Share Posted June 9, 2015 Has anyone attempted something similar to this? http://wiki.unity3d.com/index.php/TeamFortress2ShaderHow easy to edit are T3D shaders? Are they GLSL? Quote Link to comment Share on other sites More sharing options...
Duion Posted June 9, 2015 Share Posted June 9, 2015 No idea about shaders, but they are shaders, write one and execute from script, depends on your knowledge about shaders.The shaders are now GLSL also, someone ported them in the newest version. Quote Link to comment Share on other sites More sharing options...
JeffR Posted June 9, 2015 Share Posted June 9, 2015 Has anyone attempted something similar to this? http://wiki.unity3d.com/index.php/TeamFortress2ShaderHow easy to edit are T3D shaders? Are they GLSL? If you're using D3D, they're HLSL, if you're using OpenGL, they're GLSL.As for utilizing the shaders themselves you would write a CustomMaterial that points to the shader files in question. Then in your models and the like just utilize the custom material.For examples of CustomMaterials, you can look at the water classes or similar. They use specific materials and shaders just for them. Quote Link to comment Share on other sites More sharing options...
saindd Posted June 9, 2015 Author Share Posted June 9, 2015 Is there a version for each driver for all the included shaders? Or is there an intermediate language? Quote Link to comment Share on other sites More sharing options...
JeffR Posted June 11, 2015 Share Posted June 11, 2015 For custom materials, no.You would just have a HLSL and GLSL. If you're attempting to do specifically optimized shaders for certain platforms/configurations, it'd be up to you to have the different fallbacks set up.Unless you're trying to target mobile or whatnot though, one well written shader should work on most platforms without needing to hyper-optimize everything. Quote Link to comment Share on other sites More sharing options...
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