rssdr_material3DLight (dr_material3dlight)
Category: | script |
---|---|
Author(s): | Ren712 |
Downloads: | 453 |
Rate: | You need to be logged in to vote |
Rating: | 4 (2 Votes) |
Description:
Resource: dr_material3DLight v0.2.0
Author: Ren712
IMPORTANT:
This resource doesn't provide any entity/light sorting, exported functions,
entity limit. It provides classes that can be used in other resources.
Number keys 1 to 0 allow you to create selected entities for testing purposes.
Description:
This resource adds an ability to create simple light sources and more.
The purpose of this resource is to give an efficient alternative to
dynamic lighting resource and introduce deferred rendering
approach. Light (or any other effect) is produced after world is rendered
based on information (scene depth, world normals, texture color) generated before.
More detailed description is presented here:
https://gamedevelopment.tutsplus.com/articles/forward-rend..eferred-rendering--gamedev-12342
The outcome is drawn on materialLine3D billboard.
You can add virtually limitless number of lights.
Instead of material3DLightBasic this provides proper blending with world
texture color and interpolated normals passed by a separate rt_renderTarget
resource.
Effects:
CMatLightDirectional - Creates a global directional light
CMatLightPoint - Creates a point light.
CMatLightPointNoNRM - Same as above but no normal shading
CMatLightSpot - Creates a spot light.
CMatLightSpotNoNRM - Same as above but no normal shading
CMatLightSpecular - Creates a specular light.
CmatLightDark - Creates an inverted color point light
CmatLightDarkNoNRM - Same as above but no normal shading
CMatTexture - Creates a 2D quad
CMatTextureNoDB - Creates a 2D quad (basic method)
CMatTextureProj - Creates a projected 2D texture
CMatTextureProjNoNRM - Same as above but no normal shading
CMatTextureProjNoDB - Creates a projected 2D texture (basic method)
CMatTextureProjCone - Creates a projected 2D texture (perspective projection)
CMatTextureProjConeNoNRM - Same as above but no normal shading
CMatTextureProjConeNoDB - Creates a projected 2D texture (basic method)
CMatTextureProjCube - Creates a projected cube texture
CMatTextureProjCubeNoNRM - Creates a projected cube texture
Requirements:
Shader model 3.0 GFX, readable depth buffer in PS access.
test.lua lets you create lights in front of the camera view....
(more)
Author: Ren712
IMPORTANT:
This resource doesn't provide any entity/light sorting, exported functions,
entity limit. It provides classes that can be used in other resources.
Number keys 1 to 0 allow you to create selected entities for testing purposes.
Description:
This resource adds an ability to create simple light sources and more.
The purpose of this resource is to give an efficient alternative to
dynamic lighting resource and introduce deferred rendering
approach. Light (or any other effect) is produced after world is rendered
based on information (scene depth, world normals, texture color) generated before.
More detailed description is presented here:
https://gamedevelopment.tutsplus.com/articles/forward-rend..eferred-rendering--gamedev-12342
The outcome is drawn on materialLine3D billboard.
You can add virtually limitless number of lights.
Instead of material3DLightBasic this provides proper blending with world
texture color and interpolated normals passed by a separate rt_renderTarget
resource.
Effects:
CMatLightDirectional - Creates a global directional light
CMatLightPoint - Creates a point light.
CMatLightPointNoNRM - Same as above but no normal shading
CMatLightSpot - Creates a spot light.
CMatLightSpotNoNRM - Same as above but no normal shading
CMatLightSpecular - Creates a specular light.
CmatLightDark - Creates an inverted color point light
CmatLightDarkNoNRM - Same as above but no normal shading
CMatTexture - Creates a 2D quad
CMatTextureNoDB - Creates a 2D quad (basic method)
CMatTextureProj - Creates a projected 2D texture
CMatTextureProjNoNRM - Same as above but no normal shading
CMatTextureProjNoDB - Creates a projected 2D texture (basic method)
CMatTextureProjCone - Creates a projected 2D texture (perspective projection)
CMatTextureProjConeNoNRM - Same as above but no normal shading
CMatTextureProjConeNoDB - Creates a projected 2D texture (basic method)
CMatTextureProjCube - Creates a projected cube texture
CMatTextureProjCubeNoNRM - Creates a projected cube texture
Requirements:
Shader model 3.0 GFX, readable depth buffer in PS access.
test.lua lets you create lights in front of the camera view....
(more)
Version history
Version | Publish Date | Changes | |
---|---|---|---|
0.2.0 | 2021-02-09 23:08:30 | -added light clearing option -fixed a spotlight bug introduced in the last version |
Download |
0.1.9 | 2021-01-26 07:40:52 | -changed depth bias for billboards | Download |
0.1.8 | 2020-04-20 22:18:28 | -added off-screen light culling -changed fading method a bit |
Download |
0.1.7 | 2020-02-01 23:55:03 | -applied all the current changes of material3DLightBasic 0.1.8 | Download |
0.1.5 | 2019-03-31 19:54:03 | -readjusted the projective texture coordinates | Download |
0.1.4 | 2019-03-26 22:40:48 | First public release | Download |