#Shader Kit
1 messages Β· Page 1 of 1 (latest)
I love that you gathered this into a nice package! That's awesome.
Dropped a fresh update for the ShaderKit pack! Wireframe shader now renders true geometry edges with transparent fills, Unlit/Toon/PSX/Water shaders are fully instancing-compatible again, depth passes cleaned up, and defaults tweaked for easier material setup
Iβve returned to developing my toon shader and am preparing many new features for it. The most important update so far is that it now supports lighting from the scene, making the shading feel much more integrated
The Unlit shader is also better nowβit supports texture input!
Oh these are neat. How long did they take you?
It's been about a month, and the work is not yet finished.
What's on the to do list for you to hit a satisfied conclusion?
At the moment, the toon shader is still very unfinished, and I haven't yet implemented voxel lighting for the psx shader
Thanks so much for this: https://github.com/o3de/o3de/pull/19427
β€οΈ
This is critical for in world ui meshes. Why have a ui in world and then have it solid black because its pointed away from a light source.
Right now the shader probably just lacks the shadow casting option
Hi, thanks for sharing. I am quite new to O3DE and it's fairly obtuse and undocumented to get into it, so forgive any bad practices in here, I just wanted to send back some stuff since it hasn't been updated in a while.
I've been toying with it for an hour or two, added directional, point, spotlight support, started working on shadowing then got bored, also added base texture support as well as light tinting.
Just figuring out how all of this connects in the engine before getting into more complicated compute passes, culling lights etc
Don't forget to modify the material type to add in the base color map.
Got to integrating light culling, without attenuation for debugging purposes
you can try my vsc extension for writing shaders
It has some shortcomings, and your opinion would be very important to me
Thanks, that should come in handy, so far I've been interpreting azsl files as HLSL π
So, I've implemented support for light culling, lighting and shadowing by main direct light, simple punctuals (point and spotlight) and "degraded" spherical "point" lights, on top of texturing from yesterday.
I've also integrated light culling from the existing F+ tile-based system for those base supported light types and an attenuation approach which is basically just the PBR one. Feel free to alter it to your liking if you want some sharper edge to it etc to stay in line with the toon shading.
Usage, drop in your Assets or wherever you'd like, let the engine process these assets, create a material with the Toon material type, edit the material instance to add texture, adjust colors and what not. Modifying the shader's code is necessary to produce more meaningful artistic changes, as toon shading is highly subjective.
Existing sliders have been preserved, such as outline width, smoothness and whatnot.
I recommend using this as a template for developing your own shader for any more serious production.
Stylization of the actual toon rendering I leave to everyone's personal tastes, if you want more gradations, various effects and what not.
TODO is integrating diffuse global illumination, but I plan to roll my own system there since I don't like the "stock" optional gem, but I might for practice integrate it as well.
What else? Uh, those other PBR area lights, seems counterproductive to implement support for it given how simplified toon rendering is.
LTC-based area shadows might be fun, though
ai π₯
what? i am just giving a quick guide to whoever falls into this thread next. but it does illustrate one of the post-truth era issues we face today, people being unable to distinguish human output from LLMs
plus llms speak better english than me i reckon, with less grammatical and punctuation issues as indicated by the number of (edited) by all my messages lmao
its not necessary to write so much text using ai π
Otherwise good job π
oh, i don't write text with ai, i do write a blog so i do tend to yap more than necessary i guess
i am fairly militant against all forms of ai tbh, only dlss gets a pass on my end
now i want to write a gem to integrate virtual shadow maps because CSM is awful, cascades moving shadows on screen is a fairly 2013 look π
but i still have to figure out how to get all this working in debug mode with the code traversable by definitions, as well as how the current impl is integrated (CSM / ESM + PCF, up to 2K res, 4 cascades)
I not sure if this can be implemented through a third party gem
guess it'll have to go straight into a fork, most of the updates and code to drive the virtual shadow map, the clipmap will be on GPU-side, but I need to find the head and tails of RPI and RHI see how to do it
definitely will have to make a breaking change to the Directional Light component, making future merging updates annoying
other issues i've noticed so far is that TAA doesn't have a "settle" part of the algorithm as the far field never settles and jitters unnecessarily, following reasonable convergence
but any real application would have to integrate both DLSS and FSR which people will prefer to it anyways, so idk, not worth the effort of touching that code
Bit of a real world test
Character skins should probably be handled slightly differently from their clothing, emulating SSS basically by doing it more "flatly"
extreme case, just like with skin in general, non-SSS shadowing looks very harsh, and projected shadowing in the engine is fairly basic, prone to spatial and temporal aliasing
potential is definitely there, though
hey fellow persona 5 enjoyer 
take a look at https://github.com/Sunset-Flock/Timberdoodle and https://ktstephano.github.io/rendering/stratusgfx/svsm for reference.
