#Shader Kit

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dense pasture
dreamy matrix
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I love that you gathered this into a nice package! That's awesome.

dense pasture
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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

dense pasture
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I’ve 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

dense pasture
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The Unlit shader is also better nowβ€”it supports texture input!

rocky whale
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Oh these are neat. How long did they take you?

dense pasture
rocky whale
dense pasture
dreamy matrix
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❀️

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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.

dense pasture
dreamy matrix
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No need for shadow casting. I want pure, no lighting. omnipray

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Unlit. My hero.

fallow charm
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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

fallow charm
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Got to integrating light culling, without attenuation for debugging purposes

dense pasture
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It has some shortcomings, and your opinion would be very important to me

fallow charm
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Thanks, that should come in handy, so far I've been interpreting azsl files as HLSL πŸ˜„

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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.

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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.

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Stylization of the actual toon rendering I leave to everyone's personal tastes, if you want more gradations, various effects and what not.

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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.

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What else? Uh, those other PBR area lights, seems counterproductive to implement support for it given how simplified toon rendering is.

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LTC-based area shadows might be fun, though

dense pasture
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ai πŸ₯€

fallow charm
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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

dense pasture
fallow charm
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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

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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 πŸ™

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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)

dense pasture
fallow charm
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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

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definitely will have to make a breaking change to the Directional Light component, making future merging updates annoying

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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

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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

fallow charm
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Character skins should probably be handled slightly differently from their clothing, emulating SSS basically by doing it more "flatly"

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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

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potential is definitely there, though

scenic hornet
scenic hornet
dense pasture
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Implemented a major Unlit upgrade for O3DE 😎

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@dreamy matrix

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Blended mode is especially useful for UI now, since it can be used directly for world-space UI
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