[Effect] Shader Effect & Editor released. Create your shader

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Fully commented source code/event sheet & sprites to create a space shooter game
  • This started as a fire shader for a game but after see all the variables and possibilities i decided to expand it, and after a few changes i saw you can do more things, not only fire, like snow, acid, noise, fog, rain, water, blast shoots, lasers, etc... so i decided to create some kind of Shader Editor you can use for your games.

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    Shader Effect - EDIT: 3 JAN - 2017

    Here is the shader effect (FX+XML) including a .capx example with all the presets working:

    https://drive.google.com/file/d/0B8vm3F ... sp=sharing

    Inside the .capx you will find some comments that how all works.

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    Shader Editor - EDIT: 3 JAN - 2017

    Diane Mueller (https://twitter.com/MadameBerry) made a Win/Mac/Linux version that you can find here:

    https://www.patreon.com/posts/construct-2-7658638

    Screenshot

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    Video showing how the shader and editor works

    https://www.twitch.tv/davitmasia/v/111896787

  • Looks great

  • This is how looks the shader editor/config now:

    Video:

    https://instagram.com/p/5NmKMHALw5/

    The animation is simply that i clicked in the "Position Y" slider and keep pressed to the left to get the shader fall <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink"> .

    The idea is try if is posible save the values in a .txt when you find something cool and import to a shader using "set effect parameter". With that also the people can share his own creations simply with a paste of the code.

  • That sounds good.

  • Good matriax ; congratulation ...

  • Looks really good; like the mist and waterfall fx too. Thx for sharing.

  • It would be awesome fire with smoke such as fume effect

  • Editor progresion, every time looks better!:

    New features:

      • Change the background image
      • Set Shader Blend On/Off
      • Save/Load shader
      • Added a lot of pressets
      • Added a "Fade Start Y" variable.
      • Url Shader sharing. Adding in the link "?shadercode=" + your shader code, the app starts with the shader you created.

    The ideas was create a Fire shader for my game but after see all the things i can do i believe this can be some kind of "Shader Editor"

    More things and a lot of fun coming!

  • Do you think about an function like import and export file to read values?

  • For this is the "Get code/Load Code" you can load the code that read the values. Also a get code to export and share it.

    With that you can create something cool and share with the comunity so they can use in their games.

  • Instagram video showing multiple effects you can do with this shader:

    https://instagram.com/p/5Sqh-wgL5Z/

    What you think?

    Triying to discover how remove the black background without use Additive blend and triying to discover/test/ some features that push this shader to a next level.

    In some way is fun/addictive trying to test variables to see what effect they do and implement to a variable for C2. Learning a lot developing this shader <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> .

  • This is awesome! But how will this work within construct 2??? Sorry if this is a dumb question!

  • eli0s Is a shader with their parameters like any other. On a Sprite you add the effect "MyShader" and you have various parameters to edit. This is exacly the same.

    In this case, after see how customizable is i made a personal editor to play with their values in real time. So if you find some cool you will do "Get code" and this will give you something like this:

    4|2|3|1.25|0.25|1.5|0.75|1.2|1.2|-1.2|1.6|0.25|1.25|16|0.5|0.5|1.5|1.5|1|1|3|6|1.5|4|0 (This is the Torch Fire shader code)

    This numbers are the parameters of the Shader effect in order, from the Parameter 0 to the last one with a "|" separator. So you can simply pass this numbers 1by1 to the efect parameters of the sprite to get the effect you found in the editor or you can create a "For each" event that pass this variables automatically for you at the start of layout .

    And more!! Also i created a "shared code link" so if you found something cool you can paste the link here and when we press we go to a page with the editor loading your shader code automatically, and with that the people can share his creations in the forums and if somebody like one use it in their game! .

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    New feature added this morning:

    • Undo/Redo Buttons

    Because i hate let pressed the Randomize button and pass an effect that was good XD.

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  • what happens if you add another variable down the road? You wouldn't be able to load previous codes. Perhaps you should add tags to each value so it doesn't matter if you add variables in the future.

  • Prominent While all the new variables added by default have the 0 as number no problem, I can add in any moment and when i want any new variable to improve the editor because the shader in case of no have any value for the new parameters will set 0 as default, so no problem .

    I mean if the code for shader is:

    4|2|3|1.25|0.25|1.5|0.75|1.2|1.2|-1.2|1.6|

    If i add 5 new variables the shader will do this:

    4|2|3|1.25|0.25|1.5|0.75|1.2|1.2|-1.2|1.6|0|0|0|0|0

    So, i always will can add new variables while their default number is 0 because is the numer that a shader get in case of no have this parameter.

    I don't know if that is what you asked(Sorry my english sucks).

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