rsswater refract (shader_water_refract)
Category: | script |
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Author(s): | Ren712 |
Downloads: | 4214 |
Rate: | You need to be logged in to vote |
Rating: | 3.8 (19 Votes) |
Description:
Resource: Shader Water Refract 0.1.6
Author: Ren712
This resource works with (but does not require) shader_dynamic_sky:
https://community.multitheftauto.com/index.php?p=resources..mp;id=6828
The shader is applied to water texture. It makes refractions
of what is below and in it. The method used doesn't need a separate frame to pick
the refraction texture like used in a previous water refract resource. Instead i've used
a transformed dxDrawImage.
The main difference between shader_water_refract_test3 and this is that there is no 1 frame
refraction lag.
The effect also creates a light sun specular on the water surface. The position of
the highlight changes during the night and day.
Requires GFX to support:
-Shader Model 2.0
Uses (but doesn't require):
-Shader Model 3.0 - for sunlight
-Readable ZBuffer in PS - for refraction bleedFix
-MRT in PS - for world texture mask
When experiencing some odd artifacts or bugs - please post that in the comment section....
(more)
Author: Ren712
This resource works with (but does not require) shader_dynamic_sky:
https://community.multitheftauto.com/index.php?p=resources..mp;id=6828
The shader is applied to water texture. It makes refractions
of what is below and in it. The method used doesn't need a separate frame to pick
the refraction texture like used in a previous water refract resource. Instead i've used
a transformed dxDrawImage.
The main difference between shader_water_refract_test3 and this is that there is no 1 frame
refraction lag.
The effect also creates a light sun specular on the water surface. The position of
the highlight changes during the night and day.
Requires GFX to support:
-Shader Model 2.0
Uses (but doesn't require):
-Shader Model 3.0 - for sunlight
-Readable ZBuffer in PS - for refraction bleedFix
-MRT in PS - for world texture mask
When experiencing some odd artifacts or bugs - please post that in the comment section....
(more)
Version history
Version | Publish Date | Changes | |
---|---|---|---|
0.1.6 | 2017-03-03 23:56:54 | -the refraction is drawn permanently, without effect switching (SM3, MRT and DB required) | Download |
0.1.5 | 2015-11-01 21:23:15 | -the refraction enabled effects are now working properly with or without anti aliasing (resigned from ZWriteEnable state and replaced with readable depthBuffer masking) | Download |
0.1.4 | 2015-10-24 23:32:32 | - rewritten the effects - no double bluring of water texture and refracting image - the effect doesn't require readable depthbuffer support (but might use it to fix refraction leaking) - shader model 2.0 support (no sunlight) - more accurate fog fading - water texture masking (if MRT in shaders enabled) |
Download |
0.1.3 | 2015-07-14 22:47:29 | -simplified tex_water effect | Download |
0.1.2 | 2015-07-14 19:49:02 | -reverted effect type back to 0.0.8 (Does not reqire MRT in shader) -rewritten matrix calculations -reconfigured the tex_water effect (it is more transparent) |
Download |
0.1.1 | 2015-06-26 23:05:22 | -Increased refraction intensity | Download |
0.1.0 | 2015-06-26 17:11:19 | -Since MTA 1.4.1 still has some issues (for some graphics cards) regarding MRT in shaders, I've forced client and server version to 1.5.0 | Download |
0.0.9 | 2015-06-25 21:20:23 | -Rewritten the effects. Relies on different techniques (MRT in shader) to improve visual look and fix camera issues. | Download |
0.0.8 | 2015-06-12 23:53:09 | -Camera roll is now passed properly -Requires MTA Client 1.4.1-9.07181 |
Download |
0.0.7 | 2015-06-10 20:07:44 | -minimized refraction bleeding for objects above water -two dxImages are being drawn (instead of 9) -updated list of excluded zones |
Download |
0.0.6 | 2015-05-02 21:09:57 | -added refraction distortion multiplier -lowered the water alpha multiplier |
Download |
0.0.5 | 2015-04-30 20:46:20 | First public release | Download |