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#Actualsamoth

Posted 20 December 2012 - 09:31 AM

Posted Image

This?

Post-process reading framebuffer. Mixing red and the input color, combining transparency from 3D animated Perlin noise (third dimension is time), and modulated by a decal texture for the outpost owner's insignia in the middle. Values read from the back buffer have some simple "sinus noise" kind-of-wiggly offset to texture coordinates applied to give a slight, cheap distortion.

When something passes through, just add a value to the noise value with a little decal there (slowly enlarging for a nicer effect). Or, do something like a "2D water simulation" if you feel like burning 1000x the GPU cycles for 0.001% better looks.

#3samoth

Posted 20 December 2012 - 09:29 AM

Posted Image

This?

Post-process reading framebuffer. Mixing red and the input color, combining transparency from 3D animated Perlin noise (third dimension is time), and modulated by a decal texture for the outpost owner's insignia in the middle. Values read from the back buffer have some simple "sinus noise" kind-of-wiggly offset to texture coordinates applied to give a slight, cheap distortion.

#2samoth

Posted 20 December 2012 - 09:28 AM

Posted Image

This?

Post-process reading framebuffer. Red, combining transparency from 3D animated Perlin noise (third dimension is time), modulated by a decal texture for the outpost owner's insignia in the middle with values read from the back buffer, with some simple "sinus noise" kind-of-wiggly offset to texture coordinates.

#1samoth

Posted 20 December 2012 - 09:27 AM

Posted Image

This?

Post-process reading framebuffer. Combining transparency from 3D animated Perlin noise (third dimension is time), modulated by a decal texture for the outpost owner's insignia in the middle with values read from the back buffer, with some simple "sinus noise" kind-of-wiggly offset to texture coordinates.

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