User:Lenyskills
From Bo3b's School for Shaderhackers
Revision as of 02:57, 21 June 2017 by Lenyskills (Talk | contribs)
Contents
Lesson 0: ok, it's easy ...
Lesson 1: A little scary, Yes!
My first shader file of the entire ball
// Annoying bloom on ball light
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
// sampler2D Texture2D_0;
// float UniformPixelScalar_7;
// float4 UniformPixelVector_0;
// float4 UniformPixelVector_3;
// float4 UniformPixelVector_4;
// float4 UniformPixelVector_5;
// float4 UniformPixelVector_6;
//
//
// Registers:
//
// Name Reg Size
// -------------------- ----- ----
// UniformPixelVector_0 c0 1
// UniformPixelVector_3 c4 1
// UniformPixelVector_4 c5 1
// UniformPixelVector_5 c6 1
// UniformPixelVector_6 c7 1
// UniformPixelScalar_7 c8 1
// Texture2D_0 s0 1
//
ps_3_0
def c1, 0.5, 1, -0.5, 0
def c2, 3, 0, 0, 0
dcl_texcoord v0.xy
dcl_texcoord1 v1
dcl_texcoord2 v2.y
dcl_texcoord4 v3.w
dcl_2d s0
add r0.xy, c1.z, v0
mov r0.w, c1.w
dp2add r1.x, c5, r0, r0.w
dp2add r1.y, c6, r0, r0.w
add r0.xy, r1, c1.x
texld r0, r0, s0
mad_sat r0.y, v2.y, -c1.x, c1.y
mul r0.yzw, r0.y, v1.xxyz
mul r0.yzw, r0, v1.w
mul_sat r0.xyz, r0.yzww, r0.x
mul r1.xyz, r0, c4
mad r0.xyz, c4, -r0, r0
mad r0.xyz, c8.x, r0, r1
mul r0.xyz, r0, c4.w
mul r0.xyz, r0, c7
mov r1.x, c2.x
mad_pp r0.xyz, r0, r1.x, c0
mul_pp oC0.xyz, r0, v3.w
mov oC0.w, c1.w
// Disable game-breaking bloom effect
mov oC0.xyzw, c1.wwww
// approximately 21 instruction slots used (1 texture, 20 arithmetic)
Lesson 2
Done ! First effect disabled.
Before :
After :
Lesson 3
I changed numpad 0 to numpad *
[General] // UseRenderedShaders=true is nearly always useful, because it trims the // list of shaders seen while hunting down to just those active in the // current scene. Disable this only if you get crashes during hunting. UseRenderedShaders=true // DumpAll will generate ASM text files for every shader seen by the game. // This is usually worth doing once, but not useful for every run. DumpAll=false // Constant registers that will arrive in Vertex and Pixel Shaders, as // c220. The constants below will be assigned, based on the key preset. DefVSConst1 = 220 DefPSConst1 = 220 // The PresetKeysList specifies which KEYs will be used. // Multiple keys lists are supported. PresetsKeysList = 1; // For this single key example, we only need one keylist, KEY1. This specifies // that the Numpad * keyboard key (Key=106) should act as a momentary. Which will change the Const1 being // passed to the shader code from 1.0 to 0.0 as floating point numbers. // Type=1 is toggle, Type=2 is momentary. [KEY1] Key = 106 Presets = 1;2; Type = 2 // Constants that will be sent to every shader through constant register c220. // The Const1 tells us that we'll need to use c220.x to compare against these // values. Const2 would be seen as c220.y. // 0x3f800000 is 1.0 in floating point hex, 0x00000000 is 0.0 in hex // UseByDef specifies which constant is the default starting value. [PRES1] Const1 = 0x3f800000 [PRES2] UseByDef=True Const1 = 0x00000000
Color changed!
// if Const1 = 0 disable effect, else leave it on mov r30.x, c220.x if_eq r30.x, c200.x mov oC0.xyzw, c200.wyww endif
Lesson 4
[General] // UseRenderedShaders=true is nearly always useful, because it trims the // list of shaders seen while hunting down to just those active in the // current scene. Disable this only if you get crashes during hunting. UseRenderedShaders=true // DumpAll will generate ASM text files for every shader seen by the game. // This is usually worth doing once, but not useful for every run. DumpAll=true // Constant registers that will arrive in Vertex and Pixel Shaders, as // c220. The constants below will be assigned, based on the key preset. DefVSConst1 = 220 DefPSConst1 = 220 // The PresetKeysList specifies which KEYs will be used. // Multiple keys lists are supported. PresetsKeysList = 1;2; // This specifies // 1- that the Numpad 0 keyboard key (Key=96) should act as a toggle. Which will change the Const1 being // passed to the shader code from 1.0 to 0.0 as floating point numbers. // 2- that the Numpad * keyboard key (Key=106) should act as a toggle. Which will change the Const2 being // passed to the shader code from 1.0 to 0.0 as floating point numbers. // Type=1 is toggle, Type=2 is momentary. [KEY1] ;'0' key (toggles annoying bloom with fog) Key = 96 Presets = 1;2; Type = 1 // Constants that will be sent to every shader through constant register c220. // The Const1 tells us that we'll need to use c220.x to compare against these // values. Const2 would be seen as c220.y. // 0x3f800000 is 1.0 in floating point hex, 0x00000000 is 0.0 in hex // UseByDef specifies which constant is the default starting value. [PRES1] Const1 = 0x3f800000 [PRES2] UseByDef=True Const1 = 0x00000000 [KEY2] ;'*' key (toggles annoying bloom without fog) Key = 106 Presets = 3;4; Type = 1 [PRES3] Const2 = 0x3f800000 [PRES4] Const2 = 0x00000000 UseByDef=True