Game Development Community

Procedurally generating shaders

by Dave · in Torque Game Engine Advanced · 01/06/2006 (9:36 am) · 2 replies

Hi,

This quote from the TSE product page indicates to me that there should be some sort of editor interface for generating shaders (note "does not rely on programmers").

"Data specified in Materials is used to procedurally create the shaders necessary to render the different materials. This is a very powerful system because it does not rely on programmers to create the shaders. It is an art/designer driven process."

Is this correct. Is there some place in the editors that I can go to select various material properties and generate a shader? Or am I misinterpreting this?

Thanks,

Dave.

#1
01/06/2006 (9:46 am)
There isn't any option in the editors currently, but you can modify materials by opening up any of the materials.cs files in the data directories and do procedural shader effects through there. You can do a lot of neat stuff with the currently available ones. For example one of the materials for the Orc in the demo is:

new Material(OrcBlades)
{
baseTex[0] = "~/data/shapes/player/orc_ID5_blades";
cubemap = WChrome;
glow[1] = true;
emissive[1] = true;
pixelSpecular[1] = true;
specular[1] = "0.5 0.5 0.5 0.5";
specularPower[1] = 32.0;
};

That material has a cubemap, glows and is emmissive. There are quite a few other ones stock.
#2
01/06/2006 (9:52 am)
Thanks JC (no relative to the one from Nazareth I suppose :-)

Looks like some coding then!

Cheers,

Dave.