What shader effects do you want?

Share your Construct 2 effect files

Post » Mon Dec 23, 2013 9:47 am

[QUOTE=TGeorgeMihai]Also, it looks like 2 researchers have come up with a new scaling algorithm called Depixelizing Pixel Art ... Looks awesome, but is not public
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Multi Comparison 1
Multi Comparison 2[/QUOTE] That's not really a scaling algorithm but a vectoriser, converting the source to splines. And that's also why it can't be done with a pixel shader (that's what C2's effects are).
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Post » Mon Dec 23, 2013 6:17 pm

@tulamide

What about js-hqx ?
Can be used as a shader (for the top layer) ? Or how can be implemented in C2 ?TGeorgeMihai2013-12-23 18:17:35
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Post » Mon Dec 23, 2013 7:23 pm

@TGeorgeMihai It's not a shader, it's rendering. We can't add this because C2 engine conflicts with scale canvas control.

It would be another option than linear and point, you should make a new suggestion thread in C2 general sub-forumJoannesalfa2013-12-23 19:26:11
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Post » Sat Jan 25, 2014 8:24 pm

I'd really like to see a WebGL effect for rim-lights. A simple additive light from set angle and with freedom to set RGB colors and the effect's radius. Do those terms even make sense?
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Post » Sat Feb 08, 2014 1:48 pm

I wish a good water effect with fluid physics and optical glare effect. Is it possible?
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Post » Sun Feb 16, 2014 6:58 pm

Optical glare(flare?) effect could be created with just sprites and some genious scripting. The water effect would require the shader to blend with another, which I guess isn't really something WebGL can do.
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Post » Thu Mar 06, 2014 6:25 pm

Hard Light for a neon type glow! I can get the effect by using multiple effects and sprites right now, but it's a pain.
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Post » Wed Mar 19, 2014 5:07 pm

I would love to have a shader effect (or I guess blend mode) that would add the alfa of a foreground image to the background. (and otherwise ignore the foreground image).
Just like the destination in blend mode, only the alfa of the foreground image is not subtracted from the luminosity of the background, but added to the alfa of the background (making it transparent instead of black)

It would be extremely useful for solving problems like the one I'm describing here:
viewtopic.php?t=99924
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Post » Sun Apr 06, 2014 3:54 am

I'm a beginner, can anyone tell me how to create the effect of breaking blocks like super mario? Or point me to a thread that talks about this?
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Post » Thu Apr 10, 2014 4:38 pm

Hasuak wrote:I'd really like to see a WebGL effect for rim-lights. A simple additive light from set angle and with freedom to set RGB colors and the effect's radius. Do those terms even make sense?


I second this one. Though would prefer screen over additive blending, which can get a bit extra-glowly. When I'm slapping rimlight on stuff in post for my day job (animation stuff), screen blending always ends up being the way to go.
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