Nope. Shader code is no longer accessible as it was in CE2. It's funny because you can download Nexuiz beta and look into shaders anyway.. Yes. I'm not big expert. But material shaders are build on top of system and communicated with base shaders. At least I think it work like that. Asiade from that. I don't really need…
There was some indication in Warface files they may. But nobody knows. I personally start to doubt it ;p. At least they cloud release shader code source. New filmic hdr tonemapper is finally working as it should(and even better :D ). Great. DX11 do not work on Radeons. Don't try it. Now im waiting for proper DX11 terrain…
Sweet :) I will have to check it out. On a side note, I wonder if Crytek has any plans to create a node-based shader editor. Their current, rigid material editor is the only problem I have with CE.
Wait, I thought we could edit the HLSL of the shader at its core and change, as we see fit, isn't that the case anymore? Also, I checked the current shaders they have in hopes of modding them to my own tastes, but they were encrypted, so I would very much be interested in 'source' shaders access.
Alright technical question time, If they added a shader editor, what would you do when you needed another parameter, add another gbuffer? Switch to forward rendering for those pixels? I always thought their deffered rendering system a big reason why they don't allow for custom shaders, or more varied BRDFs, is that right?…
It's indeed a bit limiting, if you wanted to do a complex scene out of one texture like tor made in UDK, it's impossible in CE3. But with that being said, would you? It can also actually be a good thing that artists have some restrains when it comes to shaders. Shaders can get crazy expensive for performance if you overdo…
Quite a lot of things actually :poly142: Being unable to change the tilling of individual texture maps is by far my biggest problem. Making a large mesh that uses a unique normal map and a tilling diffuse is currently impossible (at least in the SDK version). Scaling the spec independently from diffuse is also not…