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Posted 29 March 2012 - 02:09 AM
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////////////////////////////////////////////////////////////////////////////////////////// // Geometry phase / deferring // uniform sampler2D s_base; // uniform sampler2D s_bump; // uniform sampler2D s_bumpX; // uniform sampler2D s_detail; // uniform sampler2D s_bumpD; // uniform sampler2D s_hemi; // uniform sampler2D s_mask; // uniform sampler2D s_dt_r; // uniform sampler2D s_dt_g; // uniform sampler2D s_dt_b; // uniform sampler2D s_dt_a; // uniform sampler2D s_dn_r; // uniform sampler2D s_dn_g; // uniform sampler2D s_dn_b; // uniform sampler2D s_dn_a; // ////////////////////////////////////////////////////////////////////////////////////////// // Lighting/shadowing phase // uniform sampler2D s_depth; // uniform sampler2D s_position; // uniform sampler2D s_normal; // uniform sampler s_lmap; // 2D/cube projector lightmap uniform sampler3D s_material; // uniform sampler1D s_attenuate; // ////////////////////////////////////////////////////////////////////////////////////////// // Combine phase // uniform sampler2D s_diffuse; // rgb.a = diffuse.gloss uniform sampler2D s_accumulator; // rgb.a = diffuse.specular uniform sampler2D s_generic; // uniform sampler2D s_bloom; // uniform sampler s_image; // used in various post-processing uniform sampler2D s_tonemap; // actually MidleGray / exp(Lw + eps)
Posted 29 March 2012 - 11:14 PM
No, to be honest. You try to mod an existing game/engine which is on the other hand not so popular. The most popular engines are unity,udk and cryengine, but nevertheless, it will be always hard to implement a special feature in an existing engine. It depends heavily on the engine and not everything is possible and you need often a hack-solution to approximate your goal. But I fear that you choose an engine not many people know.
Does that help?
Posted 30 March 2012 - 12:04 AM
Posted 30 March 2012 - 04:25 AM
Best to take a look at the stalker forums, maybe there's a section about modding their game. With some luck a developer might give you some hints.
Did you consider to change the engine ?
The PPT that you linked to describes the shadow-mapping technique that I posted earlier -- apparently after the G stage but before the lighting stage, they use this shadow map to modify the G-buffer for wet surfaces.
but instead of creating a shadow map from the sun's direction, create it from the direction that the rain is coming from.
Then in the shader, determine if you're in/out of the shadow like you would normally, but then use that value as a 'wet surface' value, instead of a shadow value.