Shader transparency - night-eye effect

Post » Fri May 04, 2012 5:11 am

I'm playing with the night-eye shader and the shader switcher OBSE plug-in. In general, everything works as desired, including be able to layer multiple active shaders into the night-eye effect.

What I have so far is that the overall shading and lighting change depending on the amount hitting the character, so vision actually ends up working more on a bell curve. It's poorer at the extremes, and better in the middle.

One of the effects I've been trying to layer on is a tunneled vision effect. But I can only get it to function one way, and one way only, in a fixed position. I'd like to be able to have it either fade in and out, or have the radius expand or contract.

If anyone knows how to do that with hlsl, I would be seriously appreciative.
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Evaa
 
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Post » Fri May 04, 2012 11:31 am

Ah, buggering about with HLSL - Those were the days :touched: You should be able to simulate crossfades by lerp'ing your frame with the source (the 'thisframe' sampler, if I recall the semantics the plugin uses). Same with the radius function. Use the SetShaderXXX script commands to pass the interpolation factor to the shader. If you want an example or two, look into Vector's screen-effects shader - I think I do something similar in it.
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joseluis perez
 
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Post » Thu May 03, 2012 11:36 pm

Thank's for the reply. I tried to find Vector's screen-effects shader, but to no avail. Do you have a link?

Edit: Let me try to figure it out first. I found the Microsoft library definition. Doesn't look too hard.
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Lindsay Dunn
 
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Post » Fri May 04, 2012 7:49 am

http://tes.nexusmods.com/downloads/file.php?id=25835.
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Kate Schofield
 
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Post » Fri May 04, 2012 7:54 am

LOL! I thought Vector was the name of modder. (heh)

I did manage to figure it out on my own, but I might raid take a look at Vector later on after I get some feedback from the end users.
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Stefanny Cardona
 
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