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forum topic indicator request for shaders to sam grady
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swordmaster
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2025-02-05 21:54:20

Hi sam grady, i would ask if you can create one version of ps1 shader for create nintendo 64 graphics, in other words I am asking to create for free nintendo 64 shader fot coppercube, i don t understand much of shaders but i think is possible, I don t know if this will help but I found this codes and examples for godot in itchio and github:

ps1 godot shader

https://menacingmecha.itch.io/godot-psx-style-demo
https://github.com/MenacingMecha/godot-psx-style-demo
https://github.com/marmitoTH/godot-psx-shaders


nnintendo 64 godot shader

https://menacingmecha.itch.io/godot-n64-shader-demo
https://github.com/MenacingMecha/godot-n64-shader-demo


I would ask to if you can bring screen space ambient oclusion and raytracing reflections from this pack of shaders made for irrlicht, in this pack of shaders there is this shaders for opengl 2.1 and directx 9: shaders bloom, blur, brightpass, raytracing, ssao; and only for directx 9: distance field.
This shaders are good to create a better shadows in irrlicht. the link for github shaders is:

https://github.com/monstrobishi/xeffects


If I have oportunite, I will bring another shaders for opengl2.1 and directx9 that have possible to be convert to coppercube. thanks for attention and have one nice week

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Swordmaster
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2025-02-17 20:33:21

I wait some days for some answer but appear no one gave one look in post and in the content, is a little sad because this could chance many things in a graphic level in coppercube.

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sam_grady
Registered User
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2025-02-17 21:26:16

Look, you can implement a shader that mimics the Nintendo 64 look, similar to the Godot example, but only as a screen shader - which requires the Pro version of the engine, or you can simply do it using render-to-texture. However, those effects shown in the GitHub example are almost impossible to achieve in CopperCube since they rely on multiple textures, a feature the engine only supports in the Studio version.

I can create a scene that replicates the one from the Godot example.

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swordmaster
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2025-02-18 01:44:03

Sam grady, I understand what you are saying, I saw the just in case scene processing shader that only works from version 6.6 or more new, that allows you to create something in the level of Screen Shader, but you don't have to worry, my intention was not May you create a shader like that of Godot code, when I put the links to the shaders for Godot were just a reference for you to get an idea of ??what I would like to do the level of shader for Nintendo 64 graphics and also left the links of Godot including PS1 because I thought that codes could have some use and help for create Coppercube shaders.
My real request is if you can adapt your Coppercube PS1 Shader to create Nintendo 64 graphic shader for coppercube.
I include the Xeffects because they are shaders created for Irrlicht, so I thought they could be carried in some way and easier than other shaders for Coppercube, they have very interesting graphic improvements, if you download the Github file you will see that there are executable files for Windows that show the operation of Shaders in Irrlicht.
Good regardless of anything thanks for the response and explanations about limitations and shaders applications in CopperCube, it is always interesting to acquire knowledge, what you can do about my order I will be very happy, thank you for your attention.

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swordmaster
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2025-02-18 02:11:49

Sam grady, I thought it would be possible to adapt the XeffectS RayTracing Screen Reflection Shader and create a shader like just in case spotlight action shader as the Static Mesh create a real -time reflection of one or more specific objects listed on Shader action properties, or even something like your mirror extension that creates reflexes on CopperCube, I also chose to ask you to create a Xeffects -based Shader because you were the only person here from Forum I saw that I created shaders for Opengl and Directx, the Just in case creates shaders for Directx and some with web support as well and Haddoken creates Opengl Shaders.

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sam_grady
Registered User
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2025-02-18 02:27:28

Look, I recreated the effect from the n64-style-demo.exe sample. I replicated the effects shown on the options tab, as far as I got it, which include dithering, color depth, and horizontal blurring, all of which basically mimic the Nintendo 64’s visual style:
embedded external image
🔎︎


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sam_grady
Registered User
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2025-02-18 02:42:13

But regarding Xeffects, I can say that these effects simply can't be achieved in CopperCube without using the source files from the Studio version of the engine. The fact that both Xeffects and CopperCube are built on Irrlicht doesn't matter here. In the sample, the ray tracing is done by drawing the plane and spheres directly in the shader rather than pulling them from the scene and then texturing them. And honestly, ray tracing is an extremely complex process both to code and to compute in an engine like CopperCube.

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swordmaster
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2025-02-18 04:27:16

Sam grady, The image you posted from the Nintendo 64 graphic shader effect is amazing, I don't know how you make this, but it was very good, if you can make the shader available and explain how use the shader I will be very happy.
As for xeffects, you don't have to worry, Nintendo 64 shader is great for me, I will be very happy when I test here in my Coppercube.
Taking advantage of the post about Shaders, I was curious about the creation and use of Shader at CopperCube, I will not ask you to create another shader is not only curiosity, I do not want to abuse you, especially since it seems that creating shaders is more complicated than creating Extensions, I even tried here to learn something watching the just in case videos on YouTube about Coppercube shaders creation using Coppercube documentation, so when you have time if you can answer my questions I will be very happy.
My questions are, if you know how to answer:

Is it possible for someone to adapt and bring shaders for example Blender 2.79 that uses Opengl 2.1 or even FPS Game Creator 9 that uses DirectX 9 for Coppercube without using the professional or studio version?

It is possible to use an overlay 2D to inject post processing shaders in Coppercube how just in case did in the shader with a plane static mesh?
Reshade program shaders could also be used as the basis for creating Coppercube shaders, I ask this because the reshade shaders support Various Directx versions like DirectX 9 and Opengl, although here on my PC the Opengl version did not work when I run the game with reshade with the Opengl option does it open three windows with the black screen?

Vertex Light makes it difficult to create and use some types of shaders, I ask that because I tried to use an older version of Reshade's raytracing shader and the texture result was not good, so I conclude within my limited knowledge about shaders use that Could a possible reason for the strange result could be the fact that Coppercube use Vertex Light and not light per pixel in its games?

And the final and more important question, which I don't know if you will know how to answer is why Coppercube anti -alissing does not work or conflicts when using some shaders, I ask that because when I used the reshade Directx 9 option some shaders do not work in the game Made at CopperCube exported with anti -alissing, and some other shaders have defects as in some points in the game the screen gets black there you move the player with the camera and she returns to normal?

Thanks for your attention, depending on the answers to my questions given to Coppercube's limitations, in a few months If you give the oportunite, I will ask if possible to create one last shader that I found incredible, it is documented and with example, but for now I don't want to abuse you.

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sam_grady
Registered User
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2025-02-18 11:26:44

First off, I want to mention that I have no idea what Reshade is or how it works, so I can’t really answer any questions about it.
As for shaders from other programs like Blender, the focus should be on replicating the effect rather than directly porting the shader. Some things can be recreated by mimicking the visual style, but there are aspects that simply can’t be reproduced.
For example, the simplest case is the depth map, which is often used for various effects. In CopperCube, you can’t obtain it for creating a post-processing shader - unless you use the source code from the Studio version. And there are plenty of similar limitations since many shaders might require not only a color map.
As for the Nintendo 64 shader, I’ll try to polish it up and publish it on my itch.io.

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sowrdmaster
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2025-02-19 01:24:10

Sam grady, thanks for anwers my questions, about reshade is one free program that inject Advanced post-processing in games, how this work, you download reshade, export your game from coppercube and put your game in one folder exclusive for your game, copy the program reshade e paste in the same folder your game, next execute reshade, the program no need no instalation, when you execute the program will ask to select the file exe from your game to execute the screen shader in this game, then the program will ask to chouse if this game use directx 9, other directx, openg or vulkan, after select, the program will ask to you chouse what effects you want to be in the list to use in the game, these sahders will be download from github, after selects shaders you will execute your game, when you execute your game the reshade will start to load the effects to you chouse what you want to activate and the proprieties of each for you config the graphics, after this you game will be graphic diferent from how was, always if the possibility of change or turn off the shaders. you can manualy put extra shaders compatibles with reshade in the folders the program will create to storage the shaders, one exempla this is the raytracing for reshade, this shaders can only be obtained download the new version from patreon from creator, i don t know if exist anothers paid shaders for reshade.
The reshade run in windows 64bits, then if you have windows 64bits I recomend you test this program, is free.
Thanks for your amazing work with the nintendo 64 graphics shader and you post in itchio I will download the shader, in the future if I have oportunite I will bring the another request, after your explanations I don t know what will be posible be made without the studio version, I am a little confuse about the real limitations of shaders from coppercube without studio version, then i don t know if will be possible bring shaders like chromatic aberration, color gradian or pbr shader or global ilumination, I really belived the port shaders using another code like bases would be the right path for the shaders be create for coppercube but the things need a little more work then I imagined.
I imagined if the right shaders the coppercube could produce games if the graphics quality like this game:

https://store.steampowered.com/app/2213880/The_Future_Ends/

This game future ends was made using one game engine inside one blender 2.79 version, in opengl 2.1. Hard to belive but is the true, this is prove how the shaders can change graphics of games making then more beautiful.

Well, test reshade program and you will see you game change, but I recomend you export you game in directx9 because in opengl the coppercube game with reshade didn t work in my computer.

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sam_grady
Registered User
Quote
2025-02-19 09:08:50

Well, regarding shaders, chromatic aberration and color gradient can be easily implemented, but creating a proper PBR is trickier. You can make an imitation that works without real-time shadows, and just so you know, JIC has a similar shader on itch.io page. However, global illumination is more complicated, to mimic that effect, it's best to use the Studio version.

Other than that, many effects like bloom, blur, motion blur, and other similar simple ones are easily achievable.

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Monks
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2025-02-19 11:22:49

Hi samgrady, please how can motion blur be achieved

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sam_grady
Registered User
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2025-02-19 18:21:49

Monks I published an extension for the screen shader - it even includes a motion blur shader. Feel free to download and use it. (Right now, the shaders aren't perfect; I whipped them up quickly to get it on itch.io, but maybe I'll improve them later.)

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sam_grady
Registered User
Quote
2025-02-19 18:26:51

sowrdmaster, shader that mimics Nintendo 64 effects will be released, but not today, I still need to create a demo scene to showcase it.

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swordmaster
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2025-02-19 22:53:31

Sam grady ok, make the things in your time, no problem, I will give one look in your new extension screen shader system released in itchio for coppercube. Your answer and your new shader system bring me some hope about the creation and use of shaders in coppercube. About pbr I know the just in case have one pbr shader but his shaders have two problems, first is paid and I am without money to buy, the second I read one coment in his itchio pbr shader ,that shader wasn t complete yet and his shader was a little complicated to use. I imagine the any pbr shader for coppercube problaby wouldn t work with internal lights and shadows from coppercube, but I imagine some shader of ilumination could create effects of ilumination in one pbr object, one example of my theory is one shader made by just in case for skybox, that allow control bright, this was post only here in the forum, this shader can create effects of illumination not only in skybox but in static mesh, this shaders have two problems, don t have suport for web and aparentaly one object affect by this shader will not be affect by internal light system from coppercube.
I don t know if can this will help but I found this site full of shaders for godot, I hope this help you when you will create new shaders:

https://godotshaders.com/

Thanks for your attention, and now I will go to test you new shader in itchio.


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