Graphics Shaders for hobby programmers: Newest Video: LUT maps

Discussion in 'Tutorials' started by The Reverend, Oct 8, 2017.

  1. The Reverend

    The Reverend Member

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    Ah - I understand now. I have no plans to create any shader that does that - sorry.
     
  2. Dmi7ry

    Dmi7ry Member

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    The left image upscaled using Nearest neighbor, middle — hq4x, right — vectorization (Adobe Live Trace).

    https://johanneskopf.de/publications/pixelart/paper/pixel.pdf

    P.S. Or just try to google hq4x shader.
    P.P.S. Ops, sorry. Their algorithm isn't hq4x. But anyway now you know where to go.
     
    Last edited: Apr 10, 2019
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  3. timartinelli

    timartinelli Member

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    I'm just wonderful with this series. is something spectacular.
    I really liked the sprites any restriction for friend use? Thank you so.
     
  4. The Reverend

    The Reverend Member

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    I left license note inside the project file and added links beneath each video where I used assets from artists. Those links also describe the licenses.
    But all of them should be at least free for non-commercial use and some artists ask to be named.
     
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  5. timartinelli

    timartinelli Member

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    very good, fantastic work, friend, I will be checking all the would be in order to implement in my projects.
     
  6. JasonTomLee

    JasonTomLee Member

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    Outstanding job man !!!
    I loved how you made it solely to explain the fundamentals before diving into any real code
     
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  7. The Reverend

    The Reverend Member

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    Thanks a lot mate :)
     
  8. The Reverend

    The Reverend Member

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    Just added a new Video.
    This time is about a shockwave distortion post-processing shader using normal maps.

    shockwave_preview_02_small.gif
     
  9. The Reverend

    The Reverend Member

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    Just added a new Video.

    preview_image_combined.png

    This time is not about coding a shader but about turning a 3D mesh in blender into a normal map useable in 2D games.
     
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  10. rIKmAN

    rIKmAN Member

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    One of my favourite threads on the GMC, full of useful information and great effects.

    Keep up the great work Reverend!
     
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  11. The Reverend

    The Reverend Member

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  12. Morendral

    Morendral Member

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    I must agree completely with this. You are a very generous person for going through all of this effort for free. Thank you very much for doing so!
     
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  13. The Reverend

    The Reverend Member

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  14. The Reverend

    The Reverend Member

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    Just added a new Video.

    preview_gradient_maps_9slice_final.png

    This time is about gradient maps like in phtoshop, gimp & co. Very simple and a good primer for the next video: LUT-shaders.
     
  15. The Reverend

    The Reverend Member

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    Just added a new Video.

    This time we'll learn how a LUT-colouring shader works. Pretty simple really.

    preview_LUT_01.png
     
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  16. Rukiri

    Rukiri Member

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    This is a pretty neat resource, been learning shaders lately so thanks :)
     
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  17. gdkid

    gdkid Member

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    Hi Reverend

    Thanks for the bloom tutorial

    I applied the effect, it looks soooo great. However, I noticed that I can't use image_blend to set color to a sprite, or even set alpha to it.

    Every time I tried to set color using image_blend with a white sprite, it has no effect at all.

    Did I do something wrong?

    THanks in advance.
     
  18. The Reverend

    The Reverend Member

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    @gdkid : I just tested the MRT Bloom shader by adding those two lines to the player objects begin step event:

    Code:
    image_blend = make_color_hsv(color_get_hue(image_blend)+1, 255, 255);
    image_alpha = sin(current_time / 500) * 0.4 + 0.6;
    
    and this is the result:
    MRT_Bloom_with_v_vColour.gif

    So what I tried works. So I'm guessing you meant something different? :)
     
  19. gdkid

    gdkid Member

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    @The Reverend

    Yes, this is exactly what I wanted :) , however, I can't achieve it so far.

    When I use your two lines of code, the player object doesn't seem to change color at all (wonder if I did something wrong)

    I also recorded what I did

    I'm using project Shader_Tutorial_Series-21_Magnifying_Glass_Distortion

     
  20. The Reverend

    The Reverend Member

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    @gdkid : I think I found the problem. The HLSL shader in that project file isn't multiplying the vertex colour and thus ignoring image_blend.

    • Open the fragment shader of shd_bloom_HLSL_MRT_luminance
    • multiply the base colour with the vertex colour.
      There's a line setting the output colour for the application surface, just add "* INPUT.Colour":
      Code:
      OUTPUT.base_col    = base_col * INPUT.Colour;
    • multiply the bloom colour with the vertex colour.
      There's also a line setting the output colour for the bloom surface, just add "* INPUT.Colour":
      Code:
      OUTPUT.bloom_col= base_col * INPUT.Colour;

    I think the GLSL shader is doing that already and the GLSL ES shader as well. So it should work on mac, linux, iOS and android
     
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  21. gdkid

    gdkid Member

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    Yessss, it works like a charm.

    Thanks a ton @The Reverend , you're a genius
     

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