V 3.0: Lens flares & dirt, visor reflections / water droplets, god rays, depth of field, night & thermal vision scopes, dynamic wet surfaces with reflections, rainbows, volumetric light & fog, colored speculars and many other effects.
This is a test for making an anamorphic lens flare effect using pixel shaders only. It probably won't make it into the next release since it's very unfinished, buggy and FPS killing due to the heavy limitations of the xRay engine.
But this screen is also a good demonstration of the improved dynamic depth of field algorithm used in version 1.1 (see the smoothly blurred background scenery beyond the building's windows, see original view).
Waste of time if you ask me
At least you're honest. But I learned a lot about shaders ;-)
I mean it's good job and everything, but I don't think it was ever needed... while taking time to do this you could have done something more valuable... anyways, thats my opinion
it's good that you have learned more about shaders from this tho :)
Well, I would have needed it ;-) My intention was to bring as much visual effects into the game as possible, thus making it look yet better. My ideal were newer games like Crysis 2, BF3, or FarCry 3.
But unfortunately there's one major limitation in ShoC, compared to those games: They use DirectX 10 or later, while we're still stuck on DX9 :-(
This makes some things simply impossible at all, and others possible but FPS killing.
Why dont you move on to CoP than? Much more stable, and the funny thing is, the SDK wont be a B*tch like SHoC's SDK
simply because the game itself is crap - if you ask me.
Well all of the games are epic. Soc is just the best of the 3.
This comment is currently awaiting admin approval, join now to view.