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.
I decided to add some animated dust effect to the sun shafts under certain conditions, like it's the case in dusty interior areas where the sun shining through a window illuminates the disturbed dust particles in the air. It's not perfect but still a nice addition I think.
Please don't get confused by the bad movie quality, the effect looks way smoother in "reality".
Note: This effect is computationally expensive thus won't run well on lo-end systems.
This adds really much to the atmosphere, thank you :)
Looks great Meltac! But would you consider adding a blur algorithm to the shader code(if its possible ofc.) as the sun-shafts look pretty "sharp"? :) just some input.
Thanks. Well TBH I like that "sharpness" because it looks quite authentic. I'll see if I could add a little optional blur, but dunno yet whether it's possible.
Btw, did you notice? I'm still bleeding like hell :-P
**** son, that's amazing
Looks very good. Any info on how much this will affect FPS levels?
SoS
With 1280x1024 screen resolution I got 36FPS on my GTX-260 when running medium quality smoke, but the GPU is heating like hell ;-)
FPS might drop with larger screens but definitively will benefit from newer/better GPUs.
Damn this will become better than any stalker 2 or stalker 3 soon... Radioactive dust really fits zone well, it would be awesome to see a little bit of dust not only in sun shafts but also inside buildings :)
Actually I'm working on that ;-) However I can't say yet whether I will be able to do it in a half performance-friendly way...
It's a nice idea ! Dusts would have to reflect dynamics light ( the flashlight ) !
Well that would be extremely hard to achieve if even possible I'm afraid...
Certainly! Moreover, I know no game which possesses a such shader
I have a question:
It is a choice which you have make to return visible rays only when we are in the good angle or it is of one limitation of the engine ?
P.S.: sorry for my english
Since the engine doesn't provide volumetric light I had to follow an approach which relies purely on a 2D (aka screen-space) effect, what makes it hard to impossible to make those light rays appear the way they would in reality under any conditions. So it's both a limitation of the engine and of the used work-around technique.
Ok ! Thank, the result is all the same incredible ! Can't wait to see that in action ! Good Work !
Would be a pretty cool effect when you fire your weapon inside, smokeless powder isn't completely smokeless, it just doesn't blind you and everyone within 15m like blackpowder