Post tutorial RSS For Modders: Overview of Skybox Shader (v1.00+)

An explanation of the new texture format required for the Sins: Remastered skybox shader and explanation of the mechancis of the the new features.

Posted by on - Intermediate Textures

Sins: Remastered has implemented several advanced features for skyboxes. These include parallax depth effects, mid-field parallax procedural stars, bloom masks and procedural distortion effects.

Mesh Preparation

Your skybox mesh should be set up to use an equirectangular UV projection.

EquirectangularProjectionExample

An equirectangular UV projection of a sphere.


Texture Channels:

  • DiffuseTextureFileName
    • RGB – Skybox diffuse backdrop
    • A – Skybox backdrop alpha
  • SelfIlluminationTextureFileName
    • R – Unused (fill with black)
    • G – Bloom mask
    • B - Unused (fill with black)
    • A – Height map (depth from camera)

Mesh variables:

Mesh variables have been repurposed to control specific additional effects. Note that mesh variables are in hexadecimal ARGB format and will be referenced as value pairs.

ARGBPairs

Hexadecimal ARGB Pairs


  • Diffuse
    • AA – Enables parallax nebula support
    • RR – Parallax depth effect intensity max
    • GG – Parallax star intensity max
    • BB – Parallax star scale max
      • Higher values mean smaller stars
    • Ambient
      • AA – Enables parallax mid-field stars
      • RR – Parallax star count max
      • GG – Parallax star blackbody curve control
        • Controls color shift
        • Higher means more red, colder stars
        • Lower means more blue, hot stars
      • BB – Seed for random pattern generation
  • Specular
    • AA – Skybox bloom intensity control
    • RR – Skybox bloom curve control
    • GG – Star bloom intensity control
    • BB – Star bloom curve control
  • Glossiness
    • The integer and decimal values are treated as separate variables and control two different aspects of the procedural distortion effect.
    • Values of 0 = disabled.

A Sins: Remastered demo of the depth of field effect



Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.