Realistic shaders for Minecraft are graphical modifications that aim to recreate a lifelike and immersive visual experience in the game. These shaders enhance lighting, shadows, reflections, and other effects to simulate realistic and natural environments.
As far as I can tell (and depending on the scene), cycles volume shaders work very well if the mesh is flat. If a ray goes through a plane and hits another object behind it, the distance between plane and second object will define the effect the volume shader has on the rendered pixel.
This is the first volume of a series of courses created at mographplus.com intended to introduce the tools and workflows for creating complex and realistic shaders, utilizing Solid Angle's Arnold renderer in Cinema 4d.
Our goal in this course is not only how to create realistic shaders but before that how to train your eyes to see real-world surfaces and analyze their features, and then recreate those surfaces and shaders in Arnold.
Sometimes I want the simplest possible shaders in my scene so I would make one for the individual scene that just has the features needed for that render. This would render faster but of course means making a decent water shader each time. Given your low price I will probably pick up yours anyway just for when I am feeling lazy.
In the Node Editor, add a Mix shader in between the Emission Shader and the material, mix it with another Emission Shader, but make it's strength less than the first one
As you can see in the image above, you need to assign a Fac in the mix shader to determine where it should be brighter, "I assigned a purple color to the weak emission shader in order to see it better", I usualy add a Layer Weight Shader from the input pop up menu, and link the Facing link to the Fac in the Mix Shader, and fiddle with the Layer Weight's Blend value to get the required look, this will make the part of the mesh facing the Camera render brighter, this works great for LED illuminated furniture for instance.
Of course you can mix the Emission Shader with a Diffuse or a Glossy Shader, but I don't know how realistic would that look. You can also assign an Alpha to an Image Texture Node, and use that as a Fac. All depends on what look are you after, For example, have a look at the following example, I used a black and white image texture for Fac instead of Layer Weight, Facing, this makes a mix of an emitting surface "the black part of the image" and a glossy surface "here I made it blue, it's being assigned by the white part of the image texture used as a mask".
First one is the need to share constants/functions/UBOs etc. between various shaders. For example, a UBO that contains lighting information must be defined in all shaders that need to take light into account.
Not only this leads to a lot of copy-pasting, but keeping all shaders code consistent with each other is a big overhead. Simply changing a UBO or function definition requires propagating (aka copy-pasting) this change to all shaders that use it.
In software development these type of issues are typically solved by either doing code translation from more high level language, that supports necessary features to avoid code duplication (e.g. TypeScript -> JavaScript), or by using code templating. So my question is, what do people (especially game developers) usually use to address the code duplication issues? Are there some well known templating engines or translators for GLSL? Or is everyone constructing shaders from pieces passed to glShaderSource()?
Bear in mind that a shader is more like an object file than a complete program. You can attach multiple shaders of the same type (vertex, fragment, geometry, etc) to a single program, so long as exactly one shader of each type defines a main() function, and you can attach a shader to multiple programs. For functions which are used by multiple programs, this should be preferred to simply replicating the definition in the source code of multiple shaders.
Why do you say it should be preferred way? Is there any difference compared to simply including the function definition in multiple shaders, apart from presumably smaller memory consumption on the GPU?
I have minecraft bedrock on windows 10, ive already tried like 5 different realistic shaders and they all show up looking messed up and seizure like. also does know any good shaders for minecraft bedrock win 10?
I noticed that Eyeray didn't have that issue; the shader is configured to include SSS even with thin walled on. The shading on the iris and the reflections generally look more realistic to me than Natural Eyes with thin walled on. So what I did was the following: I combined both to utilize both their strengths. I applied Eyeray first. Then I went to the surface tab, selected the Sclera and applied the Natural Eyes shaders for the sclera. Then I selected the Iris, and instead of applying the entire shader settings, I switched out the textures only and left the shader settings but switched the texture maps. I also ditched the Eyeray Bump map and loaded one of the normal map that Natural Eyes applies for the Iris, and I left the rest as they were. Since Eyeray uses their own UV, I had to switch back the UV to Base, only for these 2 surfaces so the textures can be applied correctly.
Recently I have had some problems with GLSL shader versions on different computers. I know every GPU can have different support for shaders, but I don't know how to make one shader which will work on all GPU's. If I write some shaders on my PC (GPU - AMD HD7770) I don't even have to specify the version, but on some older PC's or on PS's with nVidia GPU it's more strict on the version, so I've to specify the version that the GPU supports.
If I have working GL ES 2.0 shaders (#version 100) for the mobile version of the game (which I developed fist), should I rewrite them in a more modern version of desktop GLSL (like #version 330 or something) for the desktop port of the game, or should I just use those shaders as-is? I tested the ES 2.0 shaders in a desktop environment in a test application, and they seem to work perfectly.
So do I (generally speaking) benefit from rewriting the shaders in a more modern GLSL version? I'm not talking about optimizing the shader code itself for mobile/desktop, that's fairly obvious, I will do that of course. I'm talking about using different GLSL language versions on different platforms. Is there any performance difference, compatibility issue, or anything of that sort, that's a good enough reason for porting the ES 2.0 shaders to a more modern version on desktop?
Since we're talking about fairly simple shaders for a 2D game, I won't really benefit from the extra functionality and better API of more modern desktop GLSL versions. #version 100 has enough to get the job done, it works fine for me. So the more modern functionality, I can do without. Other than that, is there any reason not to use #version 100 on desktop?
I'm attempting to use VAO's+VBO's+IBO's with shaders, but no object gets drawn. I am not sure what I am missing. I am pretty new to C++, and GLSL, so I am not sure if I am screwing something up with the C++ in general, or if I am failing to handle the OpenGL context correctly?
I did look at similar questions on here already, and they did help me fix a few possible issues, but so far, they obviously haven't proven useful in helping me get my code up and running. I also asked some other people in real time chat on gamedev.net, but they couldn't seem to see where I went wrong either. I fixed a possible issue with declaring glDoubles rather than floats, but that was actually working without the vao and shaders, so that is not (and unlikely ever was) the issue, in whole or part.
Once I actually sat down and read the docs closely, I understood what actually belonged there. Now the shaders are working and I can work on the cool stuff... :P Thanks for the efforts to answer my question anyways everyone. :)
Shaders use GLSL (OpenGL Shading Language), a special OpenGL Shading Language with syntax similar to C. GLSL is executed directly by the graphics pipeline. There are several kinds of shaders, but two are commonly used to create graphics on the web: Vertex Shaders and Fragment (Pixel) Shaders. Vertex Shaders transform shape positions into 3D drawing coordinates. Fragment Shaders compute the renderings of a shape's colors and other attributes.
A shader is essentially a function required to draw something on the screen. Shaders run on a GPU (graphics processing unit), which is optimized for such operations. Using a GPU to deal with shaders offloads some of the number crunching from the CPU. This allows the CPU to focus its processing power on other tasks, like executing code.
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