Crysis Cloak Shader
Does anybody have any pointers on how to implement the translucient 'cloak on' effect in Crysis?
Is there anything like this covered in the ShaderX or GPU Gems book series?
Any comments would be much appreciated.
AFAICT it's just a refraction shader with a slight blue tint. There's a little bit of chromatic dispersion too, but the underlying principles remain the same. nVidia made some things in their shader library you might find practical.
EDIT: Actually I can do you one better. This is the actual pixel shader:
If this is considered legally iffy or whatever I don't mind taking it down. It's for science!
EDIT: Actually I can do you one better. This is the actual pixel shader:
pixout CloakRefrationPS(vtxOUT IN){ pixout OUT; // Debug output #if %_RT_DEBUG0 || %_RT_DEBUG1 || %_RT_DEBUG2 || %_RT_DEBUG3 DebugOutput(OUT.Color, float4(IN.baseTC, 0, 1)); return OUT; #endif half4 baseColor = tex2D(diffuseMapSampler, IN.baseTC.xy); half4 normalVec=half4(0,0,1,1); normalVec.xyz = GetNormalMap(bumpMapSampler, IN.baseTC.xy) * (1-saturate( 0.05 * IN.screenPos.w ) ); half3 eyeVec = normalize(IN.viewVec.xyz); half NdotE = saturate(dot(eyeVec.xyz, normalVec.xyz)); // Get refraction color half2 refrTC = (IN.screenPos.xy/IN.screenPos.ww) ; // optimize this half4 interferenceColA = tex2D(screenNoiseSampler, refrTC.xy * half2(1.0, 1.1 * InterferenceSizeScale) * (ScrSize.xy / 64.0) + half2(0, IN.constsTbl.z)); half4 interferenceColB = tex2D(screenNoiseSampler, refrTC.xy * half2(1.0, InterferenceSizeScale) * (ScrSize.xy / 64.0) - half2(0, IN.constsTbl.z)); half4 interferenceCol = interferenceColA * interferenceColB; half4 refrColorR = tex2D(envMapSamplerRefr, refrTC.xy - (normalVec.xy * interferenceCol *(half) IN.constsTbl.w)*1.5); half4 refrColorG = tex2D(envMapSamplerRefr, refrTC.xy - (normalVec.xy * interferenceCol *(half) IN.constsTbl.w)*1); half4 refrColorB = tex2D(envMapSamplerRefr, refrTC.xy - (normalVec.xy * interferenceCol *(half) IN.constsTbl.w)*0.1); half4 refrColor = half4(refrColorR.r, refrColorG.g, refrColorB.b, 1); half3 fVis = saturate(1-NdotE*0.05); half4 finalColor = 1; finalColor.xyz = refrColor; //fVis.xyz; half fEdgeSmooth = saturate(dot(eyeVec.xyz, normalVec.xyz)); fEdgeSmooth = pow(saturate(fEdgeSmooth), 4); #if %_RT_FOG //ComputeGlobalFogPS(finalColor.xyz, IN.viewVec.w); //finalColor.xyz = IN.AvgFogVolumeContrib.xyz + finalColor.xyz * IN.AvgFogVolumeContrib.w; //finalColor.w *= IN.viewVec.w;#endif //finalColor.xyz refrColor.xyz* finalColor.w *= 0.7;// finalColor.xyz = 1-saturate( 0.05 * IN.screenPos.w ); //finalColor.w = 1; HDROutput(OUT, finalColor, 1); return OUT; }pixout CloakDifractionPS(vtxOUT IN){ pixout OUT; // Debug output #if %_RT_DEBUG0 || %_RT_DEBUG1 || %_RT_DEBUG2 || %_RT_DEBUG3 DebugOutput(OUT.Color, float4(IN.baseTC, 0, 1)); return OUT; #endif half4 baseColor = tex2D(diffuseMapSampler, IN.baseTC.xy); half4 normalVec=half4(0,0,1,1); normalVec.xyz = GetNormalMap(bumpMapSampler, IN.baseTC.xy); half4 glossColor = normalVec.w;#ifdef %GLOSS_MAP glossColor = tex2D(glossMapSampler, IN.baseTC.xy);#endif half3 eyeVec = normalize(IN.viewVec.xyz); half NdotE = saturate(dot(eyeVec.xyz, normalVec.xyz)); // optimize this half2 refrTC = (IN.screenPos.xy/IN.screenPos.ww); half4 interferenceColA = tex2D(screenNoiseSampler, refrTC.xy * half2(1.0, 1.1 * InterferenceSizeScale) * (ScrSize.xy / 64.0) + half2(0, IN.constsTbl.z)); half4 interferenceColB = tex2D(screenNoiseSampler, refrTC.xy * half2(1.0, InterferenceSizeScale) * (ScrSize.xy / 64.0) - half2(0, IN.constsTbl.z)); half4 interferenceCol = interferenceColA * interferenceColB; half4 finalColor=1; half3 eyeVecInf = normalize(ViewPos.xyz); half fringeLookup = (1.0 / dot(normalize(normalVec.xyz*float3(0.1, 0.1, 1.0)), eyeVec.xyz)) * DifractionWrap; half3 fringeColor = tex2D(fringeMapSampler, fringeLookup.xx).xyz; finalColor.xyz = interferenceCol* DifractionAmount *(pow(saturate(NdotE), MatSpecColor.w)) * glossColor.xyz * fringeColor.xyz* (1-saturate( 0.05 * IN.screenPos.w ) ); //ComputeGlobalFogPS(finalColor.xyz, IN.viewVec.w);#if %_RT_FOG finalColor.xyz = finalColor.xyz * IN.AvgFogVolumeContrib.w * IN.viewVec.w; #endif HDROutput(OUT, finalColor , 1); return OUT; }
If this is considered legally iffy or whatever I don't mind taking it down. It's for science!
All of crysis' shaders source code are in one of their pack files, which you can easily open with an unzipping program (I wonder why they did that...)
So im guessing that code is theirs..
So im guessing that code is theirs..
Thanks for the info InvalidPointer, just what I was looking for. I was aware I could unpack the assets, but was looking for the principles involved like what you mentioned, tis difficult to abstract those out otherwise by looking at the code alone.
What's really cool is the dynamic 'running electricity' effect over the refraction layer, also as seen in the predator cloack. Wonder how they did that?
Thanks again.
What's really cool is the dynamic 'running electricity' effect over the refraction layer, also as seen in the predator cloack. Wonder how they did that?
Thanks again.
Are you refering to Crysis 1 or 2?
I thought Crysis 2 had their files compressed with their own compression format
I thought Crysis 2 had their files compressed with their own compression format
Quote:Original post by antoanbekeleKeep in mind that I haven't actually seen the effect in question, but you should be able to use a tiling lightning texture, and animate the texture coordinates.
What's really cool is the dynamic 'running electricity' effect over the refraction layer, also as seen in the predator cloack. Wonder how they did that?
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement