AppGameKit-ShaderPack
The Shader Pack is available on Steam or on The Game Creators website
App Shader Kit is a bunch of 3D shader, ready to use in your game.
They work on all platforms (desktop, mobile and HTML5).
Full AppGameKit source code is supplied with a library of files that makes it easy for you to apply any of these shader individually or combined in any of your projects.
Demo projects are supplied to help you understand how the shaders are setup and applied to 3D objects. You are free to use the effects in any of your games and apps.
New shaders have just been added (Glass, colour grading and glow). There's also a system that lets you encrypt the shaders for your final project use.
Including:
•Reflective Specular
•Self Illumination
•Wireframe
•Fur
•Dissolve
•Outline
•Toon
•X-Ray
•See Through
•Energy Shield
•SSAO (Screen Space Ambient Occlusion)
•Water
•God Rays
•Glass
•Colour Grading
•Glow
•Terrain
•Ocean
•Edge Detection
•Snow
Commands
1. Init
• SP_Init()
• SP_SetClearColor(Red,Green,Blue)
• SP_RenderImage_SetSize(Width,Height)
• SP_Camera_SetRange(Near#,Far#)
• SP_Camera_GetRangeFar() float SP_Camera_Far#
• SP_Camera_GetRangeNear() float SP_Camera_Near#
• SP_SkyBox_SetVisible(Visible)
• SP_Screen_Update()
• SP_Sync()
• SP_PostEffects_Render()
• SP_FindObjectShader(ObjectID) int SP_Global[Index].ShaderID
• SP_FindMeshShader(ObjectID,MeshID) int SP_Global[Index].ShaderID
• SP_AddObject(ObjectID) int SP_ShaderID
• SP_AddMesh(ObjectID,MeshID) int SP_ShaderID
• SP_SetReadRawFiles(ReadRawFiles)
2. Lighting
• SP_Ambient_SetColor(Red,Green,Blue)
• SP_Sun_SetDirection(DirX#,DirY#,DirZ#)
• SP_Sun_SetColor(Red,Green,Blue)
• SP_Light_FindFreeID() int LightID
• SP_Light_AddPointLight(X#,Y#,Z#,Size#,Red,Green,Blue) int SP_Light.length
• SP_Light_Remove(LightID)
• SP_Light_SetPosition(LightID,X#,Y#,Z#)
• SP_Light_SetColor(LightID,Red,Green,Blue)
• SP_Light_SetSize(LightID,Size#)
• SP_Light_SetCounter()
• SP_Light_Update()
• SP_Light_GetPositionX(LightID) float SP_Light[LightID].X#
• SP_Light_GetPositionY(LightID) float SP_Light[LightID].Y#
• SP_Light_GetPositionZ(LightID) float SP_Light[LightID].Z#
• SP_Light_GetColorRed(LightID) float SP_Light[LightID].Red
• SP_Light_GetColorGreen(LightID) int SP_Light[LightID].Green
• SP_Light_GetColorBlue(LightID) int SP_Light[LightID].Blue
• SP_Light_GetColorSize(LightID) float SP_Light[LightID].Size#
3. Postprocessing
• SP_CreateDepthRenderImage() int ImageID
• SP_RenderScene()
• SP_RenderExcludingDepth()
• SP_AddMaskingObject(ObjectID)
• SP_SetMaskingObjectsVisible(Value)
• SP_DrawMaskingObjects()
• SP_Debug_SceneVisible(Visible)
• SP_Debug_DepthVisible(Visible)
4. Shader Manipulation
• SP_LoadCustomFullscreenShader(Pixel$) int ShaderID
• SP_LoadCustomShader(Vertex$,Pixel$) int ShaderID
• SP_GetCustomVertexShader(File$) string String$
• SP_GetCustomPixelShader(File$) string String$
• SP_GetDefaultNormalVS(ObjectID,MeshID,NormalImageID) string String$
5. Specular
• SP_Specular_AddObject(ObjectID,DiffuseImageID,NormalImageID,SpecularImageID,Environ
mentID)
• SP_Specular_AddMesh(ObjectID,MeshID,DiffuseImageID,NormalImageID,SpecularImageID,E
nvironmentID)
• SP_Specular_RemoveObject(ObjectID)
• SP_Specular_RemoveMesh(ObjectID,MeshID)
• SP_Specular_SetNormalSize(ObjectID,Size#)
• SP_Specular_SetSpecularPower(ObjectID,Power#)
• SP_Specular_UpdateLight(LightID,X#,Y#,Z#,Red,Green,Blue,Size#)
6. Selfillumination
• SP_Illumination_AddObject(ObjectID,DiffuseImageID,NormalImageID,SpecularImageID,Illum
inationImageID)
• SP_Illumination_AddMesh(ObjectID,MeshID,DiffuseImageID,NormalImageID,SpecularImageI
D,IlluminationImageID)
• SP_Illumination_RemoveObject(ObjectID)
• SP_Illumination_RemoveMesh(ObjectID,MeshID)
• SP_Illumination_SetNormalSize(ObjectID,Size#)
• SP_Illumination_SetSpecularPower(ObjectID,Power#)
• SP_Illumination_SetGlow(ObjectID,Glow#)
• SP_Illumination_UpdateLight(LightID,X#,Y#,Z#,Red,Green,Blue,Size#)
7. Wireframe
• SP_Wireframe_AddObject(ObjectID,DiffuseImageID)
• SP_Wireframe_AddMesh(ObjectID,MeshID,DiffuseImageID)
• SP_Wireframe_RemoveObject(ObjectID) int Index
• SP_Wireframe_RemoveMesh(ObjectID,MeshID) int Index
• SP_Wireframe_SetColor(ObjectID,Red,Green,Blue,Alpha)
• SP_Wireframe_SetSmoothness(ObjectID,Smoothness#)
• SP_Wireframe_SetThikness(ObjectID,Thikness#)
8. Fur
• SP_Fur_AddObject(ObjectID,DiffuseImageID,MaskImageID,MaxLayer,Length#)
• SP_Fur_AddMesh(ObjectID,MeshID,DiffuseImageID,MaskImageID,MaxLayer,Length#)
• SP_Fur_RemoveObject(ObjectID)
• SP_Fur_RemoveMesh(ObjectID,MeshID)
• SP_Fur_GetMaxLayer(ObjectID) int SP_Fur[Index].MaxLayer
• SP_Fur_GetLength(ObjectID) float SP_Fur[Index].Length#
• SP_Fur_SetForce(ObjectID,ForceX#,ForceY#,ForceZ#)
• SP_Fur_Render()
• SP_Fur_CreateMaskImage(Size,Density) int ImageID
9. Dissolve
• SP_Dissolve_AddObject(ObjectID,DiffuseImageID,MaskImageID,RampImageID)
• SP_Dissolve_AddMesh(ObjectID,MeshID,DiffuseImageID,MaskImageID,RampImageID)
• SP_Dissolve_RemoveObject(ObjectID)
• SP_Dissolve_RemoveMesh(ObjectID,MeshID)
• SP_Dissolve_SetThreshold(ObjectID,Threshold#)
• SP_Dissolve_SetSize(ObjectID,Size#)
10. Outline
• SP_Outline_AddObject(ObjectID,SoftNormals)
• SP_Outline_AddMesh(ObjectID,MeshID,SoftNormals)
• SP_Outline_RemoveObject(ObjectID)
• SP_Outline_Render()
• SP_Outline_SetColor(ObjectID,Red,Green,Blue,Alpha)
• SP_Outline_SetSize(ObjectID,Size#)
11. Toon
• SP_Toon_AddObject(ObjectID,DiffuseImageID)
• SP_Toon_AddMesh(ObjectID,MeshID,DiffuseImageID)
• SP_Toon_RemoveObject(ObjectID)
• SP_Toon_RemoveMesh(ObjectID,MeshID)
• SP_Toon_SetSpecularPower(ObjectID,Power#)
• SP_Toon_SetLevel(ObjectID,level)
• SP_Toon_UpdateAmbient(Red,Green,Blue)
• SP_Toon_UpdateSun(DirX#,DirY#,DirZ#,Red,Green,Blue)
• SP_Toon_UpdateLight(LightID,X#,Y#,Z#,Red,Green,Blue,Size#)
12. XRay
• SP_XRay_AddObject(ObjectID)
• SP_XRay_AddMesh(ObjectID,MeshID)
• SP_XRay_RemoveObject(ObjectID) int Index
• SP_XRay_RemoveMesh(ObjectID,MeshID) int Index
• SP_XRay_Render()
• SP_XRay_SetColor(ObjectID,Red,Green,Blue,Alpha)
• SP_XRay_SetSize(ObjectID,Size#)
13. See Through
• SP_SeeThrough_AddObject(ObjectID,DiffuseImageID,PatternImageID)
• SP_SeeThrough_AddMesh(ObjectID,MeshID,DiffuseImageID,PatternImageID)
• SP_SeeThrough_RemoveObject(ObjectID)
• SP_SeeThrough_RemoveMesh(ObjectID,MeshID)
• SP_SeeThrough_SetCameraRange(Near#,Far#)
14. Energy Shield
• SP_Shield_AddObject(ObjectID,PatternImageID,MaskImageID)
• SP_Shield_AddMesh(ObjectID,MeshID,PatternImageID,MaskImageID)
• SP_Shield_RemoveObject(ObjectID)
• SP_Shield_RemoveMeshID(ObjectID,MeshID)
• SP_Shield_SetCameraRange(Near#,Far#)
• SP_Shield_SetColor(ObjectID,Red,Green,Blue,Alpha)
• SP_Shield_SetBorderColor(ObjectID,Red,Green,Blue,Alpha)
• SP_Shield_SetBorderSize(ObjectID,Size#)
15. Depth of Field
• SP_DoF_SetActive(Active)
• SP_DoF_SetBlurRenderImageSize(Width,Height)
• SP_Dof_SetScreenFocus(ScreenX#,ScreenY#,Steps#)
• SP_DoF_SetCameraRange(Near#,Far#)
• SP_DoF_SetFocus(Distance#,Range#)
• SP_DoF_SetBlur(Horizontal#,Vertical#)
• SP_DoF_Render(SceneImageID)
• SP_DoF_RenderBlur()
• SP_DoF_Debug_BlurVisible(Visible)
16. Water
• SP_Water_AddObject(ObjectID ,NormalImageID) int Index
• SP_Water_RemoveObject(ObjectID)
• SP_Water_SetReflectionRenderImageSize(Width,Height)
• SP_Water_SetRefractionRenderImageSize(Width,Height)
• SP_Water_RenderReflection()
• SP_Water_SetCameraRange(Near#,Far#)
• SP_Water_SetHeight(Height#)
• SP_Water_SetSunDir(ObjectID,DirX#,DirY#,DirZ#)
• SP_Water_SetSunColor(ObjectID,Red,Green,Blue)
• SP_Water_SetReflectivity(ObjectID,Reflectivity#)
• SP_Water_SetShineDamper(ObjectID,ShineDamper#)
• SP_Water_SetWaveStrength(ObjectID,WaveStrength#)
• SP_Water_SetWaveSpeed(ObjectID,WaveSpeed#)
• SP_Water_SetColor(ObjectID,Red,Green,Blue)
• SP_Water_SetDepthColor(ObjectID,Red,Green,Blue)
• SP_Water_SetDepthScale(ObjectID,DepthScale#)
• SP_Water_SetDepthColorScale(ObjectID,DepthScale#)
• SP_Water_UpdateSun(DirX#,DirY#,DirZ#,Red,Green,Blue)
• SP_Water_Debug_ReflectionVisible(Visible)
17. GodRay
• SP_GodRay_SetActive(Active)
• SP_GodRay_Render(SceneImageID)
• SP_GodRay_UpdateSun(DirX#,DirY#,DirZ#)
• SP_GodRay_SetWeight(Weight#)
• SP_GodRay_SetDecay(Decay#)
• SP_GodRay_SetDensity(Density#)
• SP_GodRay_SetExposure(Exposure#)
• SP_GodRay_SetSamples(SampleCount)
• SP_GodRay_SetSunSize(SunSize#,HaloSize#)
• SP_GodRay_SetSunColor(Red,Green,Blue)
18. SSAO
• SP_SSAO_SetActive(Active)
• SP_SSAO_SetRenderImageSize(Width,Height)
• SP_SSAO_SetBlurRenderImageSize(Width,Height)
• SP_SSAO_Render(SceneImageID)
• SP_SSAO_SetCameraRange(Near#,Far#)
• SP_SSAO_SetStrength(Strength#)
• SP_SSAO_SetBase(Base#)
• SP_SSAO_SetArea(Area#)
• SP_SSAO_SetFalloff(Falloff#)
• SP_SSAO_SetRadius(Radius#)
• SP_SSAO_SetSamples(SampleCount)
• SP_SSAO_SetBlur(Horizontal#,Vertical#)
• SP_SSAO_Debug_SSAOVisible
19. Glow
• SP_Glow_SetActive(Active)
• SP_Glow_Render(SceneImageID)
• SP_Glow_RenderMask()
• SP_Glow_Debug_MaskVisible(Visible)
20. Environment
• SP_Environment_AddPoint(X#,Y#,Z#,Width#,Height#)
• SP_Environment_AddCamera(X#,Y#,Z#,Width#,Height#)
• SP_Environment_FixToObject(ObjectID,EnvironmentID)
• SP_Environment_Update()
• SP_Environment_DPRender(EnvironmentID)
• SP_Environment_SSRenderReflection(EnvironmentID)
• SP_Environment_SSRenderRefraction(EnvironmentID)
• SP_Environment_SetPosition(EnvironmentID,X#,Y#,Z#)
• SP_Environment_GetPositionX(EnvironmentID)
• SP_Environment_GetPositionY(EnvironmentID)
• SP_Environment_GetPositionZ(EnvironmentID)
• SP_Environment_Debug_DPVisible(EnvironmentID,Visible)
21. Glass
• SP_Glass_AddObject(ObjectID,NormalImageID,EnvironmentID)
• SP_Glass_AddMesh(ObjectID,MeshID,NormalImageID,EnvironmentID)
• SP_Glass_RemoveObject(ObjectID)
• SP_Glass_RemoveMesh(ObjectID,MeshID)
• SP_Glass_SetNormalSize(ObjectID,Size#)
• SP_Glass_SetEta(ObjectID,Eta#)
22. GolorGrading
• SP_ColorGrading_SetActive(Active)
• SP_ColorGrading_Render(SceneImageID)
• SP_ColorGrading_SetLookUpTable(Lookup1ImageID,Lookup2ImageID)
• SP_ColorGrading_SetFade(Fade#)
• SP_ColorGrading_Debug_LookupVisible(Visible)
23. Terrain
• SP_Terrain_AddObject(ObjectID,BaseImageID,RedImageID,GreenImageID,BlueImageID,Alph
aImageID,SplatImageID)
• SP_Terrain_AddMesh(ObjectID,MeshID,BaseImageID,RedImageID,GreenImageID,BlueImage
ID,AlphaImageID,SplatImageID)
• SP_Terrain_RemoveObject(ObjectID)
• SP_Terrain_RemoveMesh(ObjectID,MeshID)
• SP_Terrain_SetNormalSize(ObjectID,Size#)
24. Ocean
• SP_Ocean_AddObject(ObjectID ,NormalImageID) int Index
• SP_Ocean_RemoveObject(ObjectID)
• SP_Ocean_SetReflectionRenderImageSize(Width,Height)
• SP_Ocean_SetRefractionRenderImageSize(Width,Height)
• SP_Ocean_RenderReflection()
• SP_Ocean_SetCameraRange(Near#,Far#)
• SP_Ocean_SetHeight(Height#)
• SP_Ocean_SetSunDir(ObjectID,DirX#,DirY#,DirZ#)
• SP_Ocean_SetSunColor(ObjectID,Red,Green,Blue)
• SP_Ocean_SetReflectivity(ObjectID,Reflectivity#)
• SP_Ocean_SetShineDamper(ObjectID,ShineDamper#)
• SP_Ocean_SetWaveStrength(ObjectID,WaveStrength#)
• SP_Ocean_SetWaveSpeed(ObjectID,WaveSpeed#)
• SP_Ocean_SetColor(ObjectID,Red,Green,Blue)
• SP_Ocean_SetDepthColor(ObjectID,Red,Green,Blue)
• SP_Ocean_SetDepthScale(ObjectID,DepthScale#)
• SP_Ocean_SetDepthColorScale(ObjectID,DepthScale#)
• SP_Ocean_UpdateSun(DirX#,DirY#,DirZ#,Red,Green,Blue)
• SP_Ocean_Debug_ReflectionVisible(Visible)
• SP_Ocean_SetWaveSpeed(OceanID,WaveSpeed#)
• SP_Ocean_SetWaveSteepness(OceanID,WaveSteepness#)
• SP_Ocean_SetMaxWaves(OceanID,MaxWaves)
25. Edge Detection
• SP_EdgeDetection_SetActive (Active)
• SP_EdgeDetection_Render (SceneImageID)
• SP_EdgeDetection_SetCameraRange(Near#,Far#)
• SP_EdgeDetection_SetStrength(Strength#)
• SP_EdgeDetection_SetColor(Red,Green,Blue,Alpha)
26. Snow
• SP_Snow_AddObject (ObjectID ,DiffuseImageID,NormalImageID,SnowImageID)
• SP_Snow_AddMesh (ObjectID,MeshID,DiffuseImageID,NormalImageID,SnowImageID)
• SP_Snow_RemoveObject(ObjectID)
• SP_Snow_RemoveMesh(ObjectID,MeshID)
• SP_Snow_SetDir(ObjectID,DirX#,DirY#,DirZ#)
• SP_Snow_SetBlend(ObjectID,Blend#)
• SP_Snow_SetThickness(ObjectID,SnowThickness#)
Collection
Illumination+Glow
Wireframe
Fur
Dissolve
Toon+Outline
XRay
See Through
Energie Shield
Depth of Field
Water
GodRay
Glass
Terrain
Ocean
Edge Detection
Specular (Screen Space Reflection)
Snow