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FPSC Classic Product Chat / Soft Post-Shader fade?

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Omegamer
17
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Joined: 25th Feb 2009
Location: There
Posted: 8th Dec 2011 16:59 Edited at: 8th Dec 2011 16:59
Hey guys,

I'm currently working on a new game and I need some help.
I have a triggerzone which triggers an explosion including camshaking and a posteffect change from bloom to motionsickness for a short amount of time.

The problem is that the change between bloom.fx and motionsickness.fx isnt that soft.
The motionsickness.fx shader has much more bloom than my bloom.fx shader.

I already altered the motionsickness.fx variables for the bloom to the ones of bloom.fx but it is still ti bright so there is no seemless fade.

My question to you: Do you have any idea how to get a seemless soft fade while swithing post shaders?

Thx for your time and have a or 2 (but not to much )

Wolf
18
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 8th Dec 2011 17:09
Quote: "The problem is that the change between bloom.fx and motionsickness.fx isnt that soft."


Wrong engine for concerns like this. I still think its amazing that you can actually change the shaders.

The right man with the wrong engine can make all the difference, doctor freeman...
Omegamer
17
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Joined: 25th Feb 2009
Location: There
Posted: 8th Dec 2011 17:15
Quote: "Wrong engine for concerns like this."


I know
I just thought you have an idea how to make a soft fade.
Of course I could make the screen flash like hit by a flashbang but that would be senseless

Quote: "I still think its amazing that you can actually change the shaders."


Yop, it is definately

uzi idiot
Valued Member
16
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Joined: 27th Dec 2009
Location: Who Knows?
Posted: 8th Dec 2011 17:20
Near the bottom of the shader code there is a line like this

Try changing the 0.15 to something lower


Mental Stability is over-rated!
Omegamer
17
Years of Service
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Joined: 25th Feb 2009
Location: There
Posted: 8th Dec 2011 17:25
Quote: "Near the bottom of the shader code there is a line like this
+ Code Snippet
float3 final=0.15*((ScreenMap.xyz + BloomMap.xyz * (1-ScreenMap.xyz)))+.9*BlendMap;
Try changing the 0.15 to something lower"


Thank you man this worked perfect

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