Post news RSS [Road to Wolfenstein] Devblog 06 | SFX Shaders

Shaders being added to the GZDoom engine opened a completely new dimension of special effects to mods. We have already introduced the power of Post Processing Shaders with noise, flares or motion blur, but this is only one part that can be controlled by the player. Shaders can also be used to enhance the atmosphere and realism of a project, and this is what we took advantage of.

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Shaders being added to the GZDoom engine opened a completely new dimension of special effects to mods. We have already introduced the power of Post Processing Shaders with noise, flares or motion blur, but this is only one part that can be controlled by the player. Shaders can also be used to enhance the atmosphere and realism of a project, and this is what we took advantage of.

SFX Shaders

Imagine a long endless street in the desert, it's daylight and the sun is boiling the ground without mercy. If you look closely, you can not only feel the heat, you can see it on the asphalt, and in the distance on the horizon. You can see the heat in the air. This is one example of an effect we've added to various hot places in the game (e.g. lava rivers, hot engines). Another addition is the distorted player view when you are hit by the shockwave of an explosion. Instead of seeing clearly, you need some time to recover from the shock and see clearly again. These changes also affect the gameplay, but it's a very realistic and interesting addition that makes the environment and the battles more intense.

And with some slight tweaks, these shaders can even be applied to textures, which will give you a totally new experience in the briefing room at the HQ. Finally, we have those scratches and flickering light that every diascope has had in the 1940's.

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