[Paid Request] Alpha Dithering Shader

Share your Construct 2 effect files

Post » Sat Jan 21, 2017 6:52 pm

I've been using a handy shader in Clickteam Fusion that uses an object's alpha value to dither it instead of give it semi-transparency. I don't need the shader to replace semi-transparency necessarily. It only needs to dither an object based on a value.

I'm not sure if there's a way to convert Fusion shaders to C2 ones, but I can send the code for it. Willing to pay for this.

Email me @ [email protected] or tweet me @jaytholen or just reply if you can do it.

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Should look like this if you decrease the value gradually:

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Last edited by JayTholen on Tue Jan 24, 2017 12:22 pm, edited 6 times in total.
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Post » Sat Jan 21, 2017 7:03 pm

Im not real sure using an alpha value is a good way to set that up. Why have the extra step to sample a pixel?
What happens if it has different levels of transparency?
Seems like you could just have a value that tells it what amount of dither to use.
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Post » Sat Jan 21, 2017 7:10 pm

Ahh yeah, it doesn't need to be the Alpha value. It really just needs to dither based on a value. Sorry, I'm thinking in Clickteam terms and being confusing because of it. :P
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Post » Sun Jan 22, 2017 6:18 am

After search in my shader collection no need to pay ... square dot is the way i think ;
http://gigatron3k.free.fr/html5/C2/FX/squaredot/
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Post » Sun Jan 22, 2017 8:38 am

Gigatron wrote:After search in my shader collection no need to pay ... square dot is the way i think ;
http://gigatron3k.free.fr/html5/C2/FX/squaredot/


Your shader doesnt replicate ordered dithering patterns. But its nice though :D
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Post » Tue Jan 24, 2017 12:16 pm

Yeah, for example, it looks like this if you gradually shift the value: Image
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Post » Tue Jan 24, 2017 10:52 pm

@JayTholen
I think it's ok now ;) the latest file i ve sent ;
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Post » Sat Jan 28, 2017 11:35 am

got this solved! thanks all!
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