Reflection / Matcap shader presentation
- Fu-Bama
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Vanilla:
Using matcap texture:
And with blending mode:
Reflection.fx may be useful for creating additional lighting.
If you have some suggestion for blending modes, please write in a comment

Shader can be downloaded here:
github.com/Fubaxiusz/fubax-shaders/blob/...haders/Reflection.fx
and base texture here:
github.com/Fubaxiusz/fubax-shaders/blob/.../Textures/matcap.png
Just right-click on Raw and save as .fx to your shaders location,
same for texture to textures location.
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- Fu-Bama
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- Fu-Bama
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github.com/Fubaxiusz/shadron-shaders/blo...ct2Equisolid.shadron
But you will have to have Shadron; Available here www.arteryengine.com/shadron/
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- matsilagi
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Fu-Bama wrote: If you want to create your own reflection texture, follow this link:
github.com/Fubaxiusz/shadron-shaders/blo...ct2Equisolid.shadron
But you will have to have Shadron; Available here www.arteryengine.com/shadron/
If I send you some textures, could you generate their matcaps for me?
I would love to use the HL2 default cubemap and Quake 3 envmaps with it
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- Fu-Bama
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Sure, post the textures in the comment and I will send them here too.matsilagi wrote: If I send you some textures, could you generate their matcaps for me?

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- matsilagi
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Fu-Bama wrote:
Sure, post the textures in the comment and I will send them here too.matsilagi wrote: If I send you some textures, could you generate their matcaps for me?
my.mixtape.moe/xxswvr.7z
The JPEGs are from Quake 3, the others are from Half-Life, i dunno which way the faces point on the env_cubemap texture, but there are enough resources on that on the web.
Thanks!
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- Fu-Bama
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- matsilagi
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Fu-Bama wrote: Can you post them on imgur.com or something, not 7z archive?
Sure thing, gimme a moment
Quake: imgur.com/a/Gbs0ngV
HL: imgur.com/a/IQPk0hY
Quake HD: imgur.com/a/giAY47Z
Thanks!
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- NattyDread
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I'm getting a bunch of syntax errors.

edit: I got it fixed
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- seri14
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- Deathmedic
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The original image is an hdr format and has multiple exposures, this is just one of them.
I blurred it as the ball used was very rough, works quite well with the shader.
imgur link
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- Fu-Bama
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matsilagi wrote: Quake: imgur.com/a/Gbs0ngV
HL: imgur.com/a/IQPk0hY
Quake HD: imgur.com/a/giAY47Z
Thanks!
Haha, you literally sent over 50 textures

I can get you one:
i.imgur.com/YvI5gOo.png
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- phexitol
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(1) Have the shading be smooth rather than faceted. It looks odd on people and rounded surfaces.
(2) Limit the effect based on color, like with the ReflectiveBumpMapping shader.
(3) Sample the active window/viewport, transform it to fisheye (optionally blurring it as well, if possible), and use that instead of a static matcap file.
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- Fu-Bama
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phexitol wrote: Would the following additions to this shader be possible?
(1) Have the shading be smooth rather than faceted. It looks odd on people and rounded surfaces.
(2) Limit the effect based on color, like with the ReflectiveBumpMapping shader.
(3) Sample the active window/viewport, transform it to fisheye (optionally blurring it as well, if possible), and use that instead of a static matcap file.
1. I will look into it, some blurring effect has to be applied
2. Don't know about that
3. I guess ReflectiveBumpMapping is doing just that.
It has to be 360 degrees view to render properly, far more then what's visible in the viewport.
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