Custom shaders?

Post » Tue Jun 19, 2012 12:36 pm

This is a pretty high tech question, but how would I go on with adding something like this, is it even possible to do with the CK and some hlsl (i'm supposing) shader coding?
http://www.youtube.com/watch?v=HSjU2oUl5_0

Cheers!
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Tue Jun 19, 2012 1:18 am

The CK won't help you here - You'll have to go about the 'old' way (disassemble the shader packages, modify the shaders, recompile and repackage them). On a slightly related note, take a look at http://www.creationkit.com/ImageSpace. I believe they can be used to apply certain kinds of post-processing effects.
User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Tue Jun 19, 2012 12:22 pm

Right.

I suppose that workflow was invented for Oblivion. Unfortunately SSS is not a post processing effect :/ so imagespaces won't help but that is really nice to know ^^ thanks.

Can an entierly new shader be added / used by a mod through disassemblying and recompiling the shader package?

Thanks for the quick response ^^
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Tue Jun 19, 2012 8:50 am

I think it would also have to be enabled in a models material properties.
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Tue Jun 19, 2012 6:39 am

Right. But I still have no idea if I can add a new custom shader to that decompiled file and then recompile and get it working.
Suppose I can do some research, google my friend.

Thanks ^^
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Tue Jun 19, 2012 2:36 am

Right.

I suppose that workflow was invented for Oblivion. Unfortunately SSS is not a post processing effect :/ so imagespaces won't help but that is really nice to know ^^ thanks.

Can an entierly new shader be added / used by a mod through disassemblying and recompiling the shader package?

Thanks for the quick response ^^
Yeah, I realize that :smile: You ought to be able to replace an existing fragment with a custom one (provided the new one works on the vanilla's input parameters), but that's about.
User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm


Return to V - Skyrim