Free Shaders - Page 2

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See the notes on the Free Shaders Intro Page concerning the download and use of these shaders.

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COLOUR REFLECTANCE

Ever wanted to use an image map to control reflectance properties? Ever found a colour shader where there’s no reflectance equivalent?

Colour Reflectance is designed to help with these situations. You define the reflectance parameters for 2 materials, and associate each material with a particular colour. This shader will then follow the results of the colour shader, whether the colour shader uses a texture map or is a procedural shader (that’s any procedural shader, not just ShaderLab ones).

Each material can have its own diffuse, shininess, reflectance, transmission etc.

tS Simple Wood shader controlling reflectance.

Colour Reflectance shader following the results from the tS Simple Wood colour shader, varying refraction and reflection.

tS Chrome shader controlling reflectance.

Colour Reflectance shader following the results from the tS Chrome colour shader.

ShaderLab 1 version : Last Modified 14th June 2000
ShaderLab 2 version : Last Modified April 2001 (included in ShaderLab 2 distribution)

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DISTANCE TRANSPARENCY

This varies transparency based on the distance of the object from the camera. Settings allow the object to be more transparent toward the camera, or more transparent further from the camera, and also allow the object to fade between the two, or to change suddenly. Ideal for producing cutaway stills or animations.

Please note that owing to the workings of this shader, shadowing does not work properly, so it’s best to turn shadowing off for the Distance Transparency object.

ShaderLab 1 version : Last Modified 30th Jan 2000
ShaderLab 2 version : Last Modified April 2001 (included in ShaderLab 2 distribution)

DISTANCE TRANSPARENCY 2

Similar to the first version, but here the user sets a point or plane themselves, and the transparency varies based on the shading point’s distance from that.

This allows for similar effects, such as objects materialising at a point in space, but allows shadowing to work properly. Since the point can even be inside the object (and there is an automatic ability to use the object’s centre), some unusual results can also be achieved!

This shader doesn’t work so well for doing cutaways with a camera fly-around, however, as it doesn’t automatically pick up on the co-ordinates of the camera.

ShaderLab 1 version : Last Modified 18th June 2000
ShaderLab 2 version : Last Modified April 2001 (included in ShaderLab 2 distribution)

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FOG

This makes an object fade into the fog colour depending on the distance from the camera. Use it to apply fog to individual objects, or to easily get coloured distance attenuation along with volumetric lighting (as in sample image).

ShaderLab 1 version : Last Modified 30th Jan 2000
ShaderLab 2 version : Last Modified April 2001 (included in ShaderLab 2 distribution)

Distance Attenuation effect with volumetrics

Image from tS4.3, using Fog2 shader and volumetrics.

FOG2

An improvement on the original Fog shader, this does the same job but adds in specular tint and reflections, so that you can create just about any type of material you might want in your scene.

ShaderLab 1 version : Last Modified 3rd April 2000
ShaderLab 2 version : Last Modified April 2001 (included in ShaderLab 2 distribution)

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GEMSNSTONES

Samples produced with GemsNstones.

 A simple gem display using GemsNStones.

The GemsNstones shader is designed to help recreate materials where you can see a little way into the surface.

The shader generates noise, with two optional veining techniques, and the noise is sampled into the surface of the object, so that the noise pattern can be seen to continue below the object’s surface. The effect is particularly noticeable in animation, but does also work well in still images.

GemsNstones is a colour shader, and it does not rely on raytracing for its effect. The user can specify what type of noise to use, how far into the surface to see, how many samples to take (more samples means greater accuracy, but a slower render!), the type of veining to use, etc.

Some more unusual materials from the included MLB.

 Some of the more unusual materials possible using GemsNStones.

ShaderLab 1 version : Last Modified 21st April 2000
ShaderLab 2 version : Last Modified April 2001 (included in ShaderLab 2 distribution)

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