Category: HLSL Shaders
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The Nautilus hiding at the Pole
Whilst developing a volumetric fog shader for London 1882 a nice side effect emerged, the frosting on the Nautilus and the skull headland is applied by a shader rather than textures on the models.
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Adaptive DOF
The HLSL (shaders) for Cogwheel Chronicles are coming along nicely. Not sure that all will be used in the final release, but it’s nice to have several to choose from to get the look and feel as good as an independent micro team can manage. Below is the Ellenora airship with adaptive DOF (Depth Of…
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FXAA applied to Cogwheel Chronicles
FXAA (Fast Approximate Anti-Aliasing) is one technique that smooths out rendered jagged edges (“jaggies”) within scenes rendered in games. FXAA is now a pretty old technique in game development, many other anti-aliasing ‘improvements’ have been developed since Timothy Lottes (of NVIDIA) developed FXAA around 2009. FXAA though is a really efficient technique (and that’s what…