Hello guys
While trying to get my Sun, in a day-night cycle, right I stumbled upon a few issues, with one of these being: how can I make my Sun actor not to look like a simple slapped png, but to look like a proper (fake) light source?
I just discovered the existence of shaders and, by the look of it, it should be easily possible to attach to my sprite a shader so that it can have a cool bloom and/or glow effect, but I’m completely clueless on how to do that.
I’ve already downloaded and looked into the shaders catalogue in this forum, to study them a bit, but I can’t really grasp “blooms” or “glows” (I actually got a cool bright glow effect using the “HUD elements glow” shader, but I clearly messed it up too much cause my fps died in trying to render the ultra-shiny sun I obtained).
Can someone help me with this giving me a solution, a right direction, please?
P.s. First things I tried were, obviously, simple “add” render style, fake-bloom semi-transparent sprites and actors etc., but unfortunately I had several issues with rendering multiple actors with transparencies
(Look at this post for further explanation: viewtopic.php?t=78904
How to Have a BLOOM/GLOW Effect on Actor (Shaders)?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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Re: How to Have a BLOOM/GLOW Effect on Actor (Shaders)?
Couldn't you use brightmaps?
Re: How to Have a BLOOM/GLOW Effect on Actor (Shaders)?
Unfortunately, brightmaps have no use in this scenario, they only light up specific parts of a sprite, while I need an actual “light aura emitted” by that sprite.