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AppGameKit/AppGameKit Studio Showcase / App Shader Kit (3D Shader Pack)

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janbo
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Posted: 24th Jul 2017 15:37 Edited at: 10th Dec 2019 13:59
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


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

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janbo
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Posted: 24th Jul 2017 15:49 Edited at: 20th Sep 2022 20:20
Version:


FAQ:
Are future shaders always included ?
I want a certain degree of quality so I don't shovel every shader I make into this pack, but yes, as soon as a shader hits that quality AND its a 3D shader, It'll be in the ShaderPack for FREE.

Are your shaders compatible with the build in NormalMap and Lightmap shader ?
You need to handle Normalmapping and Lightmapping seperately, which means you need to use AGK's commands like:
•SetObjectNormalMap
•SetObjectNormalMapScale
•SetObjectLightMap Beware: this might overwrite the normalmap at texture stage 2...I have no access to that
I designed my shaders to work with it as good as possible, most don't interfere with normalmapping or lightmapping.
Stage 2 is for normalmapping and lightmapping and stage 4-7 are for shadows so I hve stage 0, 1 and 3 to work with, but specular and illumination mapping needs 4 stages in total ...so i ended up using stage 2 for some textures.
I might create an update where I can reuse AGK's normalmap for my effects and save a texture stage with it. (depends if I can somehow check if the object is setup for normal mapping by AGK)

Do you get the source code ?
Yes

Are your shaders compatible with the build in Fog ?
Yes, they also work with AppGameKit point-lights, ambient and sun

Do you take requests ?
Yes, please ! but I will pick

Is it Compatible with AppGameKit Studio ?
Short answer: Not for now. Long answer: Yes
Yes, now it is compatible in Version 2019.12.10

Can we see the Dokumentation ?
Here you go: User Guide.pdf

I get strange environment maps as soon as I try more than one object with the specular object
It's a tiny mistake creating a big problem inside the SP_Specular.agc file which results in the SP_Specular_AddObject command not assigning the correct shader ID.
Replace the Corrected file: here

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MikeMax
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Posted: 24th Jul 2017 17:08
Great work as usual janbo ! It will be very useful !
--------------------------------
Join us on dedicated AppGameKit WeeKChat :
https://week.chat/room/AppGameKit
blink0k
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Posted: 24th Jul 2017 21:38
This looks awesome janbo. Great work1
Green7
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Posted: 25th Jul 2017 07:43
Take my money!
CJB
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Posted: 25th Jul 2017 10:36
$15 sounds reasonable. Do you have a link to where we can buy?
hoyoyo80
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Posted: 25th Jul 2017 12:09
Yes...ready to purchase...
PartTimeCoder
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Posted: 25th Jul 2017 12:22
Any plans on a 2D shader pack?
janbo
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Posted: 25th Jul 2017 19:22 Edited at: 25th Jul 2017 19:22
Wow great responses thanks !
As you know there is much setup work at the end of projects...
But i'm not confirming that I'm at the end ^^ because I want to add more effects...
And i don't wnat to confirm that I will add more effects either... but I want to
And I think Rick Vanner is the one to talk about that steam DLC thing and he is away for 2 weeks
I thought about a 2D Shader Pack too... there is much potential.
Are there obvious "must have shaders" for 2D games ?

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george++
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Posted: 25th Jul 2017 19:41
Nice price janbo, I'm in.
janbo
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Posted: 25th Jul 2017 20:00 Edited at: 25th Jul 2017 20:01
I don't know how much there is left for me after tax and steam and so on...
It may change... so don't give me the impression that it is too cheap

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PartTimeCoder
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Posted: 25th Jul 2017 20:16
Quote: "Are there obvious "must have shaders" for 2D games ?"


I'm not really hot on shaders but heres a few I could do with

Lights & Lens Flair
Field of View (or Fog of War)
Normal Mapping
Water
Flags
Blur & Glow
Greyscale, Sepia, Thermal, Scanlines ETC
Pixelate (in, out)

that cartoon outline effect looks cool would be nice to do that to 2D sprites.
hoyoyo80
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Posted: 26th Jul 2017 13:02
Can i request cel shading? Since outline already there.
janbo
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Posted: 26th Jul 2017 13:21 Edited at: 26th Jul 2017 17:50
Sure...
But I'm not sure how I incorporate it into the system.
Would you like to use cel shading without the outline also ? I then create an extra cel shading part
Or can I just make the outline effect loading another pixel shader if desired.
[Edit]I think I just go with an extra parameter to enable cel shading for the outline effect[/Edit]

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hoyoyo80
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Posted: 26th Jul 2017 17:00
i think cel and outline is better off separate, since i notice some people like cel shade with border but i may like it with or w/o border.Thanks
Alien Menace
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Posted: 26th Jul 2017 21:49
I would absolutely buy this pack with any hesitation. If you are asking for ideas, I would really like to see the following shaders added:

Object Glow/Bloom Shader
Object Reflection Shader
Object/Scene Greyscale Shader
Object Heat Distortion Shader
Scene Underwater Shader (with Caustics)

Thanks and keep up the brilliant work!
I love my Altair 8800 Replica.

http://altairclone.com/
basicFanatic
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Posted: 26th Jul 2017 23:15 Edited at: 26th Jul 2017 23:16
Impressive work! I long wanted to create a shooter where the player is extremely near-sighted!

By the way, there's one single effect I wonder if a shader could somehow pull off: That awesome psychedelic holograph metal effect!
https://www.youtube.com/watch?v=J2ybTj8Ytks&feature=youtu.be&t=7m49s
janbo
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Posted: 26th Jul 2017 23:40 Edited at: 27th Jul 2017 15:32
@basicFanatic
Nice effect !

The not so serious answer:
I had those effects plenty by mistake, I should create a list of my greatest graphic errors.

The serious answer:
I guess the rainbow occurs when the reflection angle varies between the surface normal and the total reflection angle.
Much like a rim effect but with a color ramp.

I'm not sure if I got your joke right:
Are you talking about an first person shooter or is there something wrong with my DoF effect

@Alien Menace and PartTimeCoder
I added them to my list and thanks

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basicFanatic
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Posted: 27th Jul 2017 00:47
No, I actually think a shooter with a near-sighted protagonist would be cool. No joke! I was thinking something horror-like.

Really like that wireframe shader. Could be used to create VR games that look like, you know, "VR"!
janbo
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Posted: 27th Jul 2017 19:14 Edited at: 28th Jul 2017 00:01
Today I added the cel/Toon shader successfully to the library.
I made it so you can add the Outline shader to every other effect
OK it has to make sense, so please don't try to add it to the water shader.
There are two other effects who have this special ability because they get rendered over the object at a later stage...
Its the Fur,Outline and XRay effect that you can combine with other effects.
Outline+Fur+XRay+"any other effect" at the same time is possible too.

Toon + Outline

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blink0k
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Posted: 28th Jul 2017 07:18
Just thought of this; Palette shader
I supply say a gameboy palette and you render using those colours
basicFanatic
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Posted: 28th Jul 2017 12:33
A matcap shader would be super nice!
hoyoyo80
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Posted: 29th Jul 2017 03:10
Woww....yess...can imitate a 2d pixel sprite with 3d model(celshade+outline+unfiltered low res textures)...when can i purchase that
janbo
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Posted: 29th Jul 2017 14:42 Edited at: 29th Jul 2017 14:56
I wonder what you are doing with a mapcap shader in a game ?
You don't have dynamic light in that shader so I guess you would either make a game without rotating objects also specular highlights or other reflections would look strange if you move the camera.
Or you use it for what it was intended for, a quick demonstration for sculpting, thats at least what I read.
It's still funny

A good palette shader needs a 3D texture and I try to make all shaders as compatible and stable as I can.
OpenGL ES 2.0 can't pass a 3D texture to the shader, but I can pass several slices of a 3D texture as a 2D texture.
For now I try to make everything cleaner and stable, but I want to let you know that I'm considering every suggestion of you guys.
So thanks for those very interesting shader suggestions.

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PartTimeCoder
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Posted: 29th Jul 2017 19:26
Heres a thought I think maybe a shader could help me out, I have a 64x64 sprite, at certain times I need to change the alpha value of the bottom half (y=32to64) and leave the top half (y=0to32) fully opaque, like in RPG Maker when you are above (behind) a obstacle tile the bottom of the character gets faded to reveal the tile behind it, layering without layers, I'm currently using SetSpriteDepth&SetSpriteColorAlpha to sort of achieve what I want but shader approach would be much cleaner.
janbo
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Posted: 29th Jul 2017 22:36 Edited at: 29th Jul 2017 22:40
I'm making a 3D shader pack
Anyway did you try SetImageMask( iDstImage, iSrcImage, dst, src, x, y ) already ?
If you want to try it yourself first, here is my Masked Progressbar shader which should take you in the right direction.
If I find me having too much time i'll create one for you.
In 3D you could take my dissolve and SeeThrough shader

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basicFanatic
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Posted: 29th Jul 2017 23:27 Edited at: 29th Jul 2017 23:28
Hey matcap objects can be rotated, as seen in this beautiful gif:
https://gregpuzniak.wordpress.com/2016/02/29/matcap-mayhem-part-i/

But of course, it is a really cheap hack, which totally fakes the lightning. But it does enable you to create pretty much anything - chrome, cel shading, slimy surfaces, colored lighting, etc.
janbo
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Posted: 30th Jul 2017 11:31
Oh of course
I thought about model space normals not world space normals.
Well that solves the strange look if you rotate an object but lights and reflections are still static.
You convinced me though, I like that hack very much.
I'll see if I can build it into the pack

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GarBenjamin
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Posted: 30th Jul 2017 17:43 Edited at: 30th Jul 2017 17:44
This all looks great so far!! I do have a request for a shader too... if you could add a flat shading shader that would be awesome. Although you could use the new shader param for that probably better to do it the older slower sampling surrounding normals method so it can be used in web, mobile etc.

Basically I am interested in the flat shaded look instead of the smoothing that is default.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
hoyoyo80
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Posted: 31st Jul 2017 08:23
what is flat shading?btw i just google some image and found this?Is this flat? Look lovely

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janbo
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Posted: 31st Jul 2017 16:09 Edited at: 31st Jul 2017 16:12
Flat shading is like vertex shading but with only one normal for all three vertices in the polygon.
If you activate vertex shading in AppGameKit, the normals get interpolated between vertices thus resulting in somewhat smooth lighting.
So you can get flat shading by manipulating you vertices(in a modeling programm) or writing some normal manipulation code or using a flat shaded normal texture to compensate for interpolated normals.

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GarBenjamin
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Posted: 31st Jul 2017 16:09 Edited at: 31st Jul 2017 16:10
Flat shading is where the light/color of a face remains even exactly the same across the entire face instead of smoothly transitioning to the next face. It gives a very distinct clean look and is often used for ultra low poly.

Here is another page of info of someone trying to get it working.

And here is an example of an entire scene including water in flat shading...
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
DARKHALO2K
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Posted: 31st Jul 2017 20:45
Excellent work, janbo, and thanks for considering this for public release. Your shaders will add an extra layer of polish to my projects, and I can't wait to purchase the pack.
hoyoyo80
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Posted: 31st Jul 2017 23:48
Im really excited about all this..

One quesrion about cel shading...do it have option for level of gradient? Maybe we can use only two gradient of shade as in Zelda WindWaker
Golelorn
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Posted: 1st Aug 2017 00:03
Please let us know when this is available to purchase.
hoyoyo80
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Posted: 1st Aug 2017 05:37
+1 to the above, sell separate plugin or bundle pack(that is cheaper) like this AGK2 on steam. Do cel shading+outline first..hahaha
janbo
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Posted: 1st Aug 2017 09:25
Quote: "Do cel shading+outline first..hahaha"


Quote: "do it have option for level of gradient? "

Yes I have a function for that.

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Coilwinder
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Posted: 1st Aug 2017 12:37
This looks great! Shaders always seemed a bit mysterious to me (still does). I'm definitely interested in this as well.
Apologies for any typos and strange grammar.
Green7
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Posted: 1st Aug 2017 13:33
@GarBenjamin: i got this flat shading effect by not smoothing the surface in 3ds max...
GarBenjamin
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Posted: 1st Aug 2017 14:38 Edited at: 1st Aug 2017 20:11
I'll have to play around with trying to do it directly in the modeling somehow. I've never came across anyone achieving it that way... they either do it as a conversion / import process or use a shader. Actually if I can work directly with the normals in the model with AGK2 I can probably do it that way. I'll have to dig into it sometime because I know very little about that and how it is stored etc.
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Xaby
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Posted: 3rd Aug 2017 14:36
Is there a demo? A Link to Steam or did I miss something?

Looks great. Can't wait to get my hands on it.
janbo
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Posted: 3rd Aug 2017 14:50 Edited at: 3rd Aug 2017 14:51
It's not released yet.
I hope it goes fast after Rick V comes back, till then I make everything better.
If I can't get it on steam I promise I will get something else immediately and release it.

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basicFanatic
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Posted: 3rd Aug 2017 20:14
I once made a bunch of matcap textures. Free to use, no restrictions! So if you get around to that matcap shader thing, remember this here freebie:

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Blendman
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Posted: 5th Aug 2017 09:31 Edited at: 5th Aug 2017 09:31
Hi

Great examples


Matcap shader :
I guess that's the same as spherical environment mapping :
https://forum.thegamecreators.com/thread/214598#msg2573839

AGK2 tier1 - http://www.dracaena-studio.com
janbo
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Posted: 5th Aug 2017 18:18 Edited at: 5th Aug 2017 20:30
I thought that too but there are many different opinions and methods.
I guess you just create the effect you like...matcap is nothing fixed like most shader... except of PBR
You can take Blendman's code and basicFanatic's matcap textures and create some nice effects.

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janbo
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Posted: 9th Aug 2017 13:17
News
After the 2D Visual Editor release, Rick can proceed with my AppShaderKit and create a Steam DLC finally.
He said the editor could be finished next week but you better ask him yourself
And I added a command list to the top post.
Shout out if something is missing

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hoyoyo80
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Posted: 14th Aug 2017 00:13
Cant wait..purposely dont want to visit this thread to hold on my excitement...hahaha...
tmu
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Posted: 16th Aug 2017 12:34
Quote: "Quote: "Are there obvious "must have shaders" for 2D games ?"


I'm not really hot on shaders but heres a few I could do with

Lights & Lens Flair
Field of View (or Fog of War)
Normal Mapping
Water
Flags
Blur & Glow
Greyscale, Sepia, Thermal, Scanlines ETC
Pixelate (in, out)

that cartoon outline effect looks cool would be nice to do that to 2D sprites"



I could use a lot of these for 2D as well, and a bunch of others if Janbo or anyone decides to do a 2D shader pack.
janbo
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Posted: 16th Aug 2017 17:49 Edited at: 16th Aug 2017 17:52
Lights & Lens Flair <- Lights are done & I saw lensflare somwhere and I didn't want to charge for something already made for agk... I rather rework the existing shader for free
Field of View (or Fog of War) <- thats interesting but only usable for third person games right ?... but volumetric fog is something you can use everywhere in a 3D game ...maybe some day
Normal Mapping <- done
Water <- so done
Flags <- like cloth ?
Blur & Glow <- (do you mean bloom) paul shiped a bloom shader with AppGameKit
Greyscale, Sepia, Thermal, Scanlines ETC <- I would put that into a 2D shader pack ^^
Pixelate (in, out) <- 2D too

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Golelorn
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Posted: 16th Aug 2017 19:58
Would love to see a blur/bloom outline. Like when an object is selected. Its highlighted with a glowy effect. Hopefully, that make sense.

I can't wait until this on steam!

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