zombeyy Posted November 10, 2018 Posted November 10, 2018 (edited) http://rbwhitaker.wikidot.com/hlsl-tutorials Hello Guys, I wan't to ask, can someone help me to do a hlsl Shader / Dvo script for cars layouts i have... Like this: Edited November 10, 2018 by zombeyy
Moderators Patrick Posted November 10, 2018 Moderators Posted November 10, 2018 It may be good to start: https://community.multitheftauto.com/index.php?p=resources&s=details&id=12699
zombeyy Posted November 10, 2018 Author Posted November 10, 2018 HLSL is an animated shader not a normal paintjob...
Investor Posted November 10, 2018 Posted November 10, 2018 HLSL literally stands for High Level Shader Language. HLSL is in no way exclusive to animated textures - static textures are also applied via a HLSL shader.
ميدوح Posted November 10, 2018 Posted November 10, 2018 ty 1- https://community.multitheftauto.com/index.php?p=resources&s=details&id=12840 2- https://community.multitheftauto.com/index.php?p=resources&s=details&id=12428
zombeyy Posted November 11, 2018 Author Posted November 11, 2018 its not this what i search... I search High Level Shader Language... type in youtube mta sa hlsl or mta sa dvo DVO = Dynamic Vehicle Overlay
MURILLO Posted November 13, 2018 Posted November 13, 2018 (edited) https://streamable.com/3asta Spoiler #include "mta-helper.fx" float size = 30.0; float speed= .75; float2 resolution = float2(1, 1); float intensity = 1; float opacity = 1; float3 color = float3(1.0, 1.0, 1.0); float rate = 1.0; struct vsin { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; struct vsout { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; vsout vs(vsin input) { vsout output; output.Position = mul(input.Position, gWorldViewProjection); output.TexCoord = input.TexCoord; return output; } float random(float2 co){ return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453); } float3 random_color(float2 coords){ float a = floor(random(coords.xy*6.896)*7.); //(2^3)-1 // { return float3(0.,0.,0.); } //BLACK if (a == 0.) { return float3(1.,0.,0.); } //RED if (a == 1.) { return float3(0.,1.,0.); } //GREEN if (a == 2.) { return float3(1.,1.,0.); } //YELLOW if (a == 3.) { return float3(0.,0.,1.); } //BLUE if (a == 4.) { return float3(1.,0.,1.); } //MAGENTA if (a == 5.) { return float3(0.,1.,1.); } //CYAN else { return float3(1.,1.,1.); } //WHITE } float tri(float x){ x = (x%2.0); if (x > 1.0) x = -x+2.0; return x; } float chess_dist(float2 uv) { return max(abs(uv.x),abs(uv.y)); } float4 ps(vsout input) : COLOR0 { float time = gTime * (0.5 + rate * 2.); float2 uv = -1.0 + 2.0 * input.TexCoord.xy / resolution.xy; uv.y *= resolution.y/resolution.x; float3 colors = color * random_color(floor(uv*size))*step(chess_dist((frac(uv*size)-.5)*2.),tri((((time*speed)+((random(floor(uv*size)))*2.))))); float outFX = saturate(opacity * colors); return float4(colors * intensity, outFX); } float countDepthBias(float minBias, float maxBias, float closeBias) { float4 viewPos = mul(float4(gWorld[3].xyz, 1), gView); float4 projPos = mul(viewPos, gProjection); float depthImpact = minBias + ((maxBias - minBias) * (1 - saturate(projPos.z / projPos.w))); depthImpact += closeBias * saturate(0.5 - (viewPos.z / viewPos.w)); return depthImpact; } technique tec { pass Pass0 { SlopeScaleDepthBias = -0.5; DepthBias = countDepthBias(-0.000002, -0.0004, -0.001); AlphaBlendEnable = true; AlphaRef = 1; VertexShader = compile vs_3_0 vs(); PixelShader = compile ps_3_0 ps(); } } Edited November 13, 2018 by MURILLO 1
AncienT Posted November 13, 2018 Posted November 13, 2018 5 hours ago, zombeyy said: is it animated? @AncienT yep
ميدوح Posted November 13, 2018 Posted November 13, 2018 https://community.multitheftauto.com/?p=resources&s=details&id=15708 -Animated infernus
AncienT Posted November 14, 2018 Posted November 14, 2018 4 hours ago, ميدوح said: https://community.multitheftauto.com/?p=resources&s=details&id=15708 -Animated infernus Not is a same
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