Posts Tagged hlsl
In this code snippet we are going to show some simple ways to create a fog like effect in 3D games.
The fog effect is a post process (operates on a full screen quad) that recieves the framebuffer texture (the one with the game rendered content) and a depth texture as main parameters.
The depth texture (used normally in deferred shading) contains the post projected Z/W coordinate of all objects (the Z buffer content actually =P).
This post effect is pretty cool and simple to build.
We tried to achieve two things, make the green like effect and add some random noise to the final image.
Different from almost all Code Snipped, we will try to explain this effect in a simple way.
This short code snipped will show how to make a simple radial blur as a post effect pass. The effect is cool and the code is preeeetty simple.
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This code snippet will show how to combine some classical effects like Bump Mapping, Specular Mapping and Paralax Mapping (the simple one, not the Paralax Occlusion Mapping) in a single shader.
Pay attention that we are not being ” very careful”, some parts can be correted to be more “Mathematical perfect”.
In the XNA 4.0 we dont have anymore the Fixed function that let us specify a clipping plane. Now we have to do this in shaders =P. In this post i will show how to do this ! Leia o resto desse post »