rssdl_lightManager (dl_lightmanager)
Category: | script |
---|---|
Author(s): | Ren712 |
Downloads: | 728 |
Rate: | You need to be logged in to vote |
Rating: | 5 (2 Votes) |
Description:
Resource: dl_lightmanager v0.1.2
Author: Ren712
Video: https://streamable.com/hpzdbt
Description:
This resource adds an ability to create simple light sources.
The purpose of this resource is to give an efficient alternative to
dynamic lighting resource and introduce new deferred rendering
approach. Instead of applying shaders to world textures, I have decided
to recreate needed information from scene depth to apply effect post world
(drawn on primitiveMaterial3D billboard or light shape). You can add virtually
limitless number of lights. In order to work the effects
require shader model 3 GFX with readable depth buffer support.
Effects:
primitive3D_pointLight, primitive3D_pointLight_normalGen
primitive3D_spotLight, primitive3D_spotLight_normalGen
Required resource:
dl_core: https://community.mtasa.com/index.php?p=resources&s=de..p;id=18510
Requirements:
Shader model 3.0 GFX, readable depth buffer in PS access.
Exports:
Exported functions have conforming input to the ones of dynamic_lighting
resurce, the main difference is that color is represented by int(0-255) instead
float(0-1) https://wiki.multitheftauto.com/wiki/Resource:Dynamic_lighting
Look into c_exports and c_test for details....
(more)
Author: Ren712
Video: https://streamable.com/hpzdbt
Description:
This resource adds an ability to create simple light sources.
The purpose of this resource is to give an efficient alternative to
dynamic lighting resource and introduce new deferred rendering
approach. Instead of applying shaders to world textures, I have decided
to recreate needed information from scene depth to apply effect post world
(drawn on primitiveMaterial3D billboard or light shape). You can add virtually
limitless number of lights. In order to work the effects
require shader model 3 GFX with readable depth buffer support.
Effects:
primitive3D_pointLight, primitive3D_pointLight_normalGen
primitive3D_spotLight, primitive3D_spotLight_normalGen
Required resource:
dl_core: https://community.mtasa.com/index.php?p=resources&s=de..p;id=18510
Requirements:
Shader model 3.0 GFX, readable depth buffer in PS access.
Exports:
Exported functions have conforming input to the ones of dynamic_lighting
resurce, the main difference is that color is represented by int(0-255) instead
float(0-1) https://wiki.multitheftauto.com/wiki/Resource:Dynamic_lighting
Look into c_exports and c_test for details....
(more)