An experimental shader for the Spectre demon. Makes things "shiny".
V3.jpg
While Apeirogon kindly works hard to transform the way Fill Spectre detects it's sprites, I thought I'd do a slight update to the old model. It should look much neater around the edges, with less to no chances for purple to show through (depending on your graphical settings).
V3: A new technique and a mix option to double the transparency
Up-update: Here is Fill Spectre v2- warts and all. The below-mentioned bugs still stand and the only thing I can think of that could help is if a flag is added that prevents actors from being affected by dynamic lights. Still it's a very pretty effect thanks to Rachael's alpha technique and I hope the DooM community can build on it until it's perfect
Update: DooM 64 sprites are available- just load FillSpectre64.pk3 along with the main Fill Spectre shader. Work on the shader is on-going and despite the improvements there are bugs creeping in. It looks perfect now (no grey sprite thanks to Rachael!) until it passes another spectre or a dynamic light. Also the technique used to make the source images is better. The DooM 64 sprites are already up to date and the rest will be included in the next release.
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Last edited by Pixel Eater on Wed Jun 27, 2018 8:18 am, edited 7 times in total.
Pixel Eater
I sense evil I fear it here today, Like a bad dream that never goes away -MBerry
Joined: 02 Aug 2017
Location: In between the Moon and you, between the buried and me.
Oh shiiiiiiiiiitttt it's that "Predator stealth suit" effect! I've been wanting to see it in Doom ever since Doom came out! :DDDDD
EDIT: that's a very clever hack (fullscreen post processing with a chroma keying-style "purplescreen"). I wonder if the same technique can be used to approximate screen space reflections (for water planes).
I wonder if the same technique can be used to approximate screen space reflections (for water planes).
I was thinking water could benefit somehow. I did the testing using Cyan but switched to Magenta last second, so I know you could run a second effect on that colour.
Tip: you can use "beforebloom" instead of "scene" in your GLDEFS to get rid of the magenta glow that happens when users have bloom turned on.
Ah- I thought I'd read of another option but couldn't find it again. I didn't think to try it with bloom! w:oops:
Thanks, Tormentor
Pixel Eater
I sense evil I fear it here today, Like a bad dream that never goes away -MBerry
Joined: 02 Aug 2017
Location: In between the Moon and you, between the buried and me.
Just checked this shader today, did a brief stream on Facebook for lulz... I will use it somewhere, this could have great uses for special modding and eyecandy stuff. Thanks a lot Pixel Eater!
Ok version 1.1 is up. Adding 'beforebloom' has solved a lot of glitches, thanks Nash! I've been strapped to Photoslop for most of the day and made assets for all of what I think anyone should ever need to make a stealth suit mod That means the blur sphere, player sprites (including crouched), HUD weapons and even projectiles if you want them. I could go the extra mile with the muzzle flashes but I'm spent. It's all in the .zip as seperately loadable .pk3 files if you want to preview what the mod could look like. Thanks folks!
Pixel Eater
I sense evil I fear it here today, Like a bad dream that never goes away -MBerry
Joined: 02 Aug 2017
Location: In between the Moon and you, between the buried and me.
With the right settings I have removed it completely from the HUD weapons but it is necessary for it to work. Lowering the actor's alpha can help too as long as you don't go too low and the shader loses track.
Pixel Eater
I sense evil I fear it here today, Like a bad dream that never goes away -MBerry
Joined: 02 Aug 2017
Location: In between the Moon and you, between the buried and me.