Hey guys, my company is currently planning on expanding the capabilities of our in-house real-time engine(which is pretty basic) and I have an opportunity to propose some new shaders. I have a clear idea of the type of content I would like to produce for my company but am no an expert in shaders. I would be grateful if you could help me breakdown what features this new shader I am proposing would need so I can communicate clearly with the developers of this project.
Below is the style of content I would like to create in 3d for our demos.
So far I imagine I would need:
A)Diffuse+Alpha
B)Environment/reflection map
C)Fresnel map
Additional note: This engine is designed for mobile devices.
http://www.pinterest.com/pin/508132770427931932http://www.pinterest.com/pin/487303622151345680http://www.pinterest.com/pin/326581410449895225
Any contribution is really appreciated. Thanks
Replies
The first link reminded me of some old stuff from Pete Draper
http://www.3d-palace.com/xenomorphic/education/doc_engineering.htm
http://www.3d-palace.com/xenomorphic/education/doc_watercolour.htm
These aren't real time though.
You can look up NPR hatch shaders
[ame="http://www.youtube.com/watch?v=a0N85Bs95mc"]UDK halftone shader - YouTube[/ame]
(see this thread http://www.polycount.com/forum/showthread.php?t=78408)
[ame="http://www.youtube.com/watch?v=TUwY4D5cl6o"]Hatching Shader - Non Photorealistic Rendering - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=BXBmzP-DO9w"]UDK hatching shader - YouTube[/ame]