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God Rays shader improvements

by Chelaru Catalin Ionut · 11/28/2014 (5:09 am) · 24 comments

Add controls for the God Rays shader like the number of samples, density, weight and decay.
This allows you to fine-tune the shader as you want.
All the changes will be saved when you press the button 'Save Preset...' and loaded at the start of the level.
The controls can be found in the Light Rays tab from the PostFx Manager window.
This settings allow you to have God Rays like in Crysis.

I intend to check in the cod so all of you can access it in the next build.


I have to write 100 words so bla bla bla bla.

http://imgur.com/r8GLnqc

http://imgur.com/iAQgX62

http://imgur.com/y1bhAam,DmSfVm4 < - 2 images

http://imgur.com/f3EZouK

http://imgur.com/GwhIDSc

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#21
11/29/2014 (10:44 am)
Richard that is why there is a slider. If you don't want more quality, just leave the slider as it is. If you want more just move it to the right.
#22
12/04/2014 (4:49 pm)
At this point most new or improved features will come with a cost, the trick is having the settings exposed to the UI for easy editing...

This is why with the Advanced Options Menu I used a lot more $prefs than originally used and set it up more efficiently.

Just think UT:2004 Graphics options menu and label something that is graphics intensive as "Ultra".
#23
12/04/2014 (5:02 pm)
CSMP: got a link? The stock options menu could use a bit of cleanup and expansion. At the very least, treating lighting and shader quality as the interdependent values that they are, postfx specific flags, and vehicle movemap bindings as a few things that have cropped up in discussion as well of late.
#24
12/05/2014 (1:56 pm)
Here's the link, I've since modified it slightly for my own personal build and it is intended for T3D 1.2, but I may be updating it and I'll probably go ahead and port it for MIT users.
www.garagegames.com/community/resources/view/21374


On Topic: Can't wait to play with some new rays!
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