ShaderFX 3.0 Released!
Kees and I have finally released ShaderFX 3.0! We're pretty excited about this release because it adds many new features that really expand what ShaderFX is capable of.
First of all, we've added full support for creating vertex shaders. This means that you can achieve effects such as vertex animation, skinning, normal warping, etc. It also means you can make shaders that are more efficient since you can do some of the calculations per-vertex instead of per-pixel.
Second, we've added support for the CgFX shader language in addition to HLSL - so you can now preview and export shaders from ShaderFX in both CgFX and in HLSL. CgFX is a useful shader language that's used in Maya, Motion Builder, and several other 3d authoring tools - as well as in games created for the PlayStation 3.
We've also improved our support for lights - adding directional lights and spot lights in addition to omni lights. We've also added an interface for customizing light settings like attenuation, falloff, etc.
There are also lots of additional features. Go take a look at the demo videos!
http://www.lumonix.net/shaderfx.html
First of all, we've added full support for creating vertex shaders. This means that you can achieve effects such as vertex animation, skinning, normal warping, etc. It also means you can make shaders that are more efficient since you can do some of the calculations per-vertex instead of per-pixel.
Second, we've added support for the CgFX shader language in addition to HLSL - so you can now preview and export shaders from ShaderFX in both CgFX and in HLSL. CgFX is a useful shader language that's used in Maya, Motion Builder, and several other 3d authoring tools - as well as in games created for the PlayStation 3.
We've also improved our support for lights - adding directional lights and spot lights in addition to omni lights. We've also added an interface for customizing light settings like attenuation, falloff, etc.
There are also lots of additional features. Go take a look at the demo videos!
http://www.lumonix.net/shaderfx.html
7 Comments:
just wanted to say thanks for putting up those textures on your site. found these via link on wiki.freegamedev.net.
This is a great tool! Any chance you're working on an export for CryEngine2/3 flavored HLSL? I'd like to help with it.
That's a great idea, Ben! Let's do it. Does the CryEngine use shaders in the FX format? If so, it'll be relatively straightforward to make an exporter for the CryEngine in ShaderFX. Can you email me an example of an HLSL shader that is compatible with the CryEngine? I'd like to take a look at how they format their code.
Hi, Ben!
I just wanted to say that ShaderFX is great!!! I made some simple 3D games in XNA. But shades always were problems for me, because i didn't have time to learn hlsl. With ShaderFX everything is easy. Thanks for such good plug-in!
thanks a lot for the textures man, they shure will be very usefull.
Thanks mate, for those nicely done textures!
Cryengine Shader Support Please!!!! - I can't rim light shader porting to cryengine
Cryengine Shader Source - https://github.com/CRYTEK-CRYENGINE/CRYENGINE/tree/release/Engine/Shaders/HWScripts/CryFX
CryEngine's Custom Shader Make Document
CryEngine ( Lumberyard ) - The easiest way to create new shaders is by using a text editor. Start by copying an existing .ext extension file and associated .cfx effect file. After restarting Material Editor, the new shader will show up and can be assigned to a material. - http://docs.aws.amazon.com/lumberyard/latest/userguide/mat-shaders-custom-dev-intro.html
Creating a custom shader in CryENGINE is relatively easy, and can be done simply by copying an existing shader (.cfx) and its extension file (.ext). For the sake of this example, copy Illum.ext from Engine/Shaders and name it MyShader.ext. Then copy Engine/Shaders/HWScripts/CryFX/Illum.cfx and rename it to MyShader.cfx. - https://www.safaribooksonline.com/library/view/cryengine-game-programming/9781849695909/ch10s05.html
CryENGINE's Custom Shader Making video - https://youtu.be/FuRhCPQar0w
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