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fjholmstrom

"Shield" shader - How to create "bullet effects" and borders?

5 posts in this topic

I've been messing around with creating my own "shield" shader, the basic idea is something like this - which can be seen in planetside 2: [url="http://www.youtube.com/watch?v=gLHxPZu4blI&t=20m36s"]http://www.youtube.com/watch?v=gLHxPZu4blI&t=20m36s[/url] now rendering the basic shield on a mesh is not a problem, the problematic parts come when I want to create the "borders" you can see in the video where the shield touches the building itself. The same borders also appear when say a vehicle or player passes through the shield. Other effects im looking into creating is a "wave/circle" type of effect when a bullet hits the shield for example.

Anyway, I'm not looking for cut n paste shader code, but more for general pointers in the right direction to achieve these effects.
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[quote name='fjholmstrom' timestamp='1356008400' post='5012779']
I've been messing around with creating my own "shield" shader, the basic idea is something like this - which can be seen in planetside 2: [media]http://www.youtube.com/watch?v=gLHxPZu4blI&t=20m36s[/media] now rendering the basic shield on a mesh is not a problem, the problematic parts come when I want to create the "borders" you can see in the video where the shield touches the building itself. The same borders also appear when say a vehicle or player passes through the shield. Other effects im looking into creating is a "wave/circle" type of effect when a bullet hits the shield for example.

Anyway, I'm not looking for cut n paste shader code, but more for general pointers in the right direction to achieve these effects.
[/quote]

OMG too long video can you capture that specific effect?

I think I can tell you about idea or implementations.
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[img]http://imageshack.us/a/img713/6885/shieldrn.jpg[/img]

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. Edited by samoth
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[quote name='GeniusPooh' timestamp='1356011499' post='5012792']
OMG too long video can you capture that specific effect?
[/quote]I linked with a time/second mark, but apparently the embedded youtube player didnt pick up on that, no need to be a douche about it.
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[quote name='fjholmstrom' timestamp='1356017714' post='5012818']...no need to be a douche about it.
[/quote]

Excuse me? It is your responsibility to ensure that we have all of the information we need to help you, not ours.
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[quote name='fjholmstrom' timestamp='1356017714' post='5012818']
[quote name='GeniusPooh' timestamp='1356011499' post='5012792']
OMG too long video can you capture that specific effect?
[/quote]I linked with a time/second mark, but apparently the embedded youtube player didnt pick up on that, no need to be a douche about it.
[/quote]


why you curse at me? I just ask proper frame shot and try to help you hmmm
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