Hello Everyone!
Maybe some of you already know me or the game I create with my team (Feudal Kingdoms) but here is a quick first impression:
https://twitter.com/No_Aim91/status/131 ... 41889?s=20
I´m currently looking for someone who could write a "wind"-Shader similar to this one:
https://twitter.com/TheRujiK/status/120 ... 25125?s=20
The shader should be a way more subtle like in the twitter post above, not only bending the gras but also affect its color a tiny bit. The shader should also mainly affect the "grasland", but also woods. Grasland and woods are on different layers and on different spritebatches, which would make it easy to affect both in different ways.
Compensation:
* Lords of Toria Edition of the Game (includes a Key, the Sountrack onces it is done, instant Access, name in the Credits and the best part: a image of you as stylized portrait in the game), worth 100€.
If you're interested, just send me a message on discord: NoAim91 [Blood and Pixels]#1446 or an mail to: contact@bloodpixels.com
Thank you for your attention,
Philipp Krieger
Looking for someone who can write a shader [with compensation]
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Re: Looking for someone who can write a shader [with compensation]
Not signing up for this right now, but thought it might be interesting to discuss what would need to be done.
So, looking at the shader you linked to, it looks like it’s doing a simple ‘shear’ based on two factors:
- The ‘V’ element of the texture’s UV position being used along with ‘time’ to shear the vertices left and right in a vertex shader.
- An offset per element based on the WORLD position of the grass (not the screen position)
To make this work with reasonable performance, I think you’d want to draw the grass in a single pass, ‘send’ing the relative offset between each grass front.
But there’s a wrinkle. You presumably want grass in front of some things and behind others, which suggests you’ve got a bucket-sort going on somewhere. You could insist certain sprites ‘send’ a ‘zero shear’ if they are not grass.
TL:DR - it can be done, but you’d have to pass information to the shader based on the world position of each grass sprite.
So, looking at the shader you linked to, it looks like it’s doing a simple ‘shear’ based on two factors:
- The ‘V’ element of the texture’s UV position being used along with ‘time’ to shear the vertices left and right in a vertex shader.
- An offset per element based on the WORLD position of the grass (not the screen position)
To make this work with reasonable performance, I think you’d want to draw the grass in a single pass, ‘send’ing the relative offset between each grass front.
But there’s a wrinkle. You presumably want grass in front of some things and behind others, which suggests you’ve got a bucket-sort going on somewhere. You could insist certain sprites ‘send’ a ‘zero shear’ if they are not grass.
TL:DR - it can be done, but you’d have to pass information to the shader based on the world position of each grass sprite.
Re: Looking for someone who can write a shader [with compensation]
Hey, I was down for some days because of corona. Sorry for the late response.
All the grass will be drawn with one spritebatch which only holds gras tiles.
~here comes your shader
~here i draw the spritebatch
~here I set back the shader to the default one
Also, the "wind-waves" shouldn´t be static ones like in the gif. I would like to use some noise function for this.
All the grass will be drawn with one spritebatch which only holds gras tiles.
~here comes your shader
~here i draw the spritebatch
~here I set back the shader to the default one
Also, the "wind-waves" shouldn´t be static ones like in the gif. I would like to use some noise function for this.
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