TEDERIs Posted May 24, 2018 Posted May 24, 2018 What about the post-processing? It is possible to color some object with world-shader and then just cut off all the rest by post-processing. Or use the depth buffer to remove a background. This is my GitHub repository where you can find a lot of my work. And this is my YouTube channel with reviews of some resources. Good luck and enjoy MTA!
Dzsozi (h03) Posted May 25, 2018 Author Posted May 25, 2018 14 hours ago, TEDERIs said: What about the post-processing? It is possible to color some object with world-shader and then just cut off all the rest by post-processing. Or use the depth buffer to remove a background. And how do I do that? I don't know. Your signature image is too large. Removed
TEDERIs Posted May 26, 2018 Posted May 26, 2018 (edited) 15 hours ago, Dzsozi (h03) said: And how do I do that? I don't know. Just use the code above to render your object with any contrast color. Then write simple post-processing shader, that finds the contrast color, converts it to black-n-white and delimits your object from a background. In case of the depth buffer, you might use the example from wiki . It probably also will require hiding of all world objects. For this is possible to use vertex shader that moves all vertices far away. By the way, a sample of the second approach you can watch here Edited May 26, 2018 by TEDERIs Additional info This is my GitHub repository where you can find a lot of my work. And this is my YouTube channel with reviews of some resources. Good luck and enjoy MTA!
Dzsozi (h03) Posted May 26, 2018 Author Posted May 26, 2018 17 hours ago, TEDERIs said: Just use the code above to render your object with any contrast color. Then write simple post-processing shader, that finds the contrast color, converts it to black-n-white and delimits your object from a background. In case of the depth buffer, you might use the example from wiki . It probably also will require hiding of all world objects. For this is possible to use vertex shader that moves all vertices far away. By the way, a sample of the second approach you can watch here I do not know how to write shader files. Your signature image is too large. Removed
TEDERIs Posted May 29, 2018 Posted May 29, 2018 On 27.05.2018 at 06:13, Dzsozi (h03) said: I do not know how to write shader files. So, I have released the resource from the video. There is a complex login system that includes the logo, rain rendering, and custom UI example. I hope it helps you. https://github.com/tederis/mta-resources/tree/master/sp_login This is my GitHub repository where you can find a lot of my work. And this is my YouTube channel with reviews of some resources. Good luck and enjoy MTA!
Ren_712 Posted June 2, 2018 Posted June 2, 2018 On 25.05.2018 at 01:50, TEDERIs said: What about the post-processing? It is possible to color some object with world-shader and then just cut off all the rest by post-processing. Or use the depth buffer to remove a background. You can render the object to render target and the modify output as you want. Example in the link: https://bugs.mtasa.com/view.php?id=8769 I make shaders .. mainly. My community resources I'll do some custom stuff, I'm open for cooperation.
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