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

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4 comments, last by GeniusPooh 11 years, 4 months ago
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:
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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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]
[/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.


OMG too long video can you capture that specific effect?

I think I can tell you about idea or implementations.

Beauty is only skin deep , ugly goes to bones

World's only 3D engine tunner and 3D engine guru.

and real genius inventor :) but very kind warm heart .. and having serious depression for suffering in Korea

www.polygonart.co.kr ( currently out dated and only Korean will change to English and new stuff when I get better condition :) sorry for that)

shieldrn.jpg

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.

OMG too long video can you capture that specific effect?
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.
There's a huge presentation (http://www.gdcvault.com/play/1014348/HALO-REACH-Effects) from Halo Reach, where they explain, how they did their shield effects and also a portal effect. It looks quite interesting and may help you.
...no need to be a douche about it.


Excuse me? It is your responsibility to ensure that we have all of the information we need to help you, not ours.

[quote name='GeniusPooh' timestamp='1356011499' post='5012792']
OMG too long video can you capture that specific effect?
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

Beauty is only skin deep , ugly goes to bones

World's only 3D engine tunner and 3D engine guru.

and real genius inventor :) but very kind warm heart .. and having serious depression for suffering in Korea

www.polygonart.co.kr ( currently out dated and only Korean will change to English and new stuff when I get better condition :) sorry for that)

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