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  • Apply the shader effect to only one scene object

    Hello!Tell me, please, is it possible to apply the shader effect to only one scene object?I tried using this script from Afrlmehttps://www.visionaire-studio.net/forum/thread/visionaire-shader-toolkit-demo/2/function setObjectEffect(eff)  shaderAddEffect(eff)  shaderRemoveEffect(eff)  shader_effects[eff].num.strength=1  bind(eff, "time", field("shader_iTime"))  shaderSetOptions({{shader = shader_effects[eff].num(), comp_dst=5, comp_src=4 }}, 1) endBut for some reason it doesn't work for me (Visionaire version 5.1.8.1),the object to which I apply is simply not displayed (smeared with a black square).Thanks

    by red363, 3 years ago

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    red363 3 years ago
  • RE: Shader_Exclude

    Hello!Tell me, please, is it possible to exclude the influence of the shader on the "object text". Thanks I have the same question! five nights at freddy's

    by stephen-moses, 3 years ago

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    stephen-moses 3 years ago
  • RE: Shader_Exclude

    Thanks for the answer!Yes I know that. But perhaps there is a way to exclude a certain interface and not all at once? Let's say I'm completely satisfied with the exclusion of the cursor and text, but I would like to exclude literally one button (interface). And let the shader affect the rest of the interface

    by red363, 3 years ago

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    red363 3 years ago
  • RE: Compilation problem for MacOS

    Alright, the shader is the problem, metal needs all varyings to be named the same in fragment and vertex. So just go to fourbit / Vertex and replace uvVarying with texcoord in the 2 locations.Thank you very much, Simon.I'll test and post the result

    by red363, 3 years ago

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    red363 3 years ago
  • RE: Compilation problem for MacOS

    Alright, the shader is the problem, metal needs all varyings to be named the same in fragment and vertex. So just go to fourbit / Vertex and replace uvVarying with texcoord in the 2 locations.

    by SimonS, 3 years ago

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    SimonS 3 years ago
  • RE: Shader_Exclude

    That are all shader exclude functions, choose one and add as definition scriptgame.ShaderExclude = eShaderExcludeInterfaces -- stops shader effects from affecting interfaces, texts & mouse cursors etc. game.ShaderExclude = eShaderExcludeNothing --standard, exclude nothing. game.ShaderExclude = eShaderExcludeTextsAndCursor --exclude text on top, cursor. game.ShaderExclude = eShaderExcludeCursor --exclude cursor

    by mulewa, 3 years ago

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    mulewa 3 years ago
  • Shader_Exclude

    Hello!Tell me, please, is it possible to exclude the influence of the shader on the "object text". Thanks

    by red363, 3 years ago

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    red363 3 years ago
  • RE: Zoomen auf die gesamte Kulisse // zoom out to full scene

    I thought Simon had fixed that issue before by clamping it so that the shader camera can't go past the background edges.In regards to the zoom out you need to use the correct zoom value & maybe offset to prevent it from going outside. Zoom on character is probably best done for zooming in & not out. Also it looks like you are zooming out way too much.

    by afrlme, 3 years ago

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    afrlme 3 years ago
  • Zoomen auf die gesamte Kulisse // zoom out to full scene

    Wenn ich den Shader-Zoom bzw. den ShaderZoomCharacter verwende, um die Ansicht zu verkleinern, dann verkleinert sich die Ansicht nicht zentriert vom Character. Die verkleinerte Ansicht ragt über die Kulisse hinaus, was unschön aussieht.Ich verwende recht große Kulissen, die auch gescrollt wird. Gibt es eine Möglichkeit auf die gesamte Kulisse zu zoomen? Englisch:When I use the Shader-Zoom or the ShaderZoomCharacter to zoom out on the view, the view does not zoom out centered on the character. The zoomed out view sticks out over the scene, which looks unsightly. I use fairly large scenes which is also scrolled. Is there a way to zoom out to full scene? 

    by thomas-frings, 3 years ago

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    thomas-frings 3 years ago
  • RE: ShaderToolkit96_Failed to execute hook function 'shaderMain' [SOLVED]

    Yes, there are a few errors in the log after export. I don't know yet what it means and how to fix it.Let me try again to describe the essence of my problem. I start the game shader works. I click to start a new game shader works. I exit the game in the menu (autosave is being recorded). From the menu I press continue, the autosave is loaded, the shader works. I can repeat this sequence of actions many times, everything works. Exit the game from the menu. I start the game again, the shader works. I click continue, autosave is loaded, the shader does not work. If we are talking about adding something at the beginning of the scene, like: shaderActivate() shader_effects["fourbit"].num.pixelSize = 5, that doesn't help solve the problem. There are two scripts in "definition" mode. The first one I posted above. Second script:shader_effects["fourbit"] = { shader = Shaders["fourbit"].Compiled } shaderAddEffect("fourbit") bind("fourbit", "time", field("shader_iTime")) shader_effects["fourbit"].num.pixelSize = 5 (which you provided to be able to adjust the "fourbit" setting).While I can not understand what could be the problem and what to check...

    by red363, 4 years ago

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    red363 4 years ago