Unsolved Custom shaders

Discussion in 'Mod Support' started by swift502, Nov 1, 2018.

  1. swift502

    swift502
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    Joined:
    Oct 30, 2018
    Messages:
    103
    Hi,

    Sorry if this doesn't belong here...
    I was wondering if it was possible to have custom shaders in BeamNG. I'm an extreme novice with shaders, but I know some basic concepts.

    I got some luck with /shaders/common/vehicle/vehicle.h and vehicleCS.hlsl. Clearing cache and running the game seems to recompile (some) shaders.

    Gfycat Video - Click to Play - Direct Link


    But trying to use the uniform float accumTime; property for a wavy effect with sin(time) seems to do nothing.

    Is it possible to access the basic vertex and fragment shaders that cars are using? What files are they in? Or are they hidden somewhere where I can't get to them? Because most shaders in the /shaders/common folder I tried editing seem to do nothing at all...
    Thanks for any help.
     
    #1 swift502, Nov 1, 2018
    Last edited: Nov 1, 2018
  2. LuisAntonRebollo

    LuisAntonRebollo
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    Developer
    BeamNG Team

    Joined:
    Feb 25, 2014
    Messages:
    117
    We have a cache for speed level loading, you need to delete your shader folder inside you userFolder/cache.0.14.0.0/

    All the materials generate procedural shaders, is not posible to identify a materials with his own shader. Names are like 1a9e7264309eb5c_V.hlsl.
    Even if you identify the correct shader, will be rewriten on next BeamNG execution.

    Our render logic work on passes, we have no a unique pair of shader to render the metalic paint of the vehicles, individual modifications are not so easy :(
     
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