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AppGameKit Classic Chat / Procedural Moss generation shader change over time video

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Golelorn
8
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Joined: 20th Nov 2016
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Posted: 3rd Aug 2019 00:22
Its just based off a simple Perlin Noise.



Just remove the agk_timer in the noise function to remove the change over time.
fubarpk
Retired Moderator
19
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 3rd Aug 2019 05:36
looks great golelorn

Im thinking its usefulness don't just stop there with some minor mods
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
janbo
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Location: Germany
Posted: 3rd Aug 2019 11:16 Edited at: 3rd Aug 2019 11:22
Hey, I allow myself to say that it's better to sample a noise texture than a noise function and don't calculate the Light for each normalmap, better mix the diffuse tex using the noise tex and mix the normalmaps using the noise texture and then calculate the light for the resulting normalmap and apply it to the final color or feed the normal map to GetPSLighting directly to use AGK's Light commands.
This should make the shader smaller cleaner and faster, which is just a matter of order.
Golelorn
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Posted: 3rd Aug 2019 13:12 Edited at: 3rd Aug 2019 13:23
Thanks, Janbo! I will look into doing that.

I made the normalmap changes and I think it looks much better, too.

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Golelorn
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Joined: 20th Nov 2016
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Posted: 3rd Aug 2019 14:28 Edited at: 3rd Aug 2019 17:02
I put the noise texture in the alpha channel of the normalmap, since I wasn't using it. But, I also left room in it in case I wanted to add different noise textures.

I also added the ability to base the moss of height.




Thanks for the cool tips, btw!

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