Reflection / Matcap shader presentation

  • Posts: 156
1 year 1 month ago - 1 year 1 month ago #1 by Fu-Bama
Hello, would like to present Matcap shader that maps mirror ball texture onto geometry (from depth buffer normal map)

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.
The following user(s) said Thank You: crosire, Wicked Sick, NattyDread, phexitol, Ryukou36

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  • Posts: 156
1 year 1 month ago #2 by Fu-Bama
Vanilla image

Warning: Spoiler! [ Click to expand ]

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  • Posts: 156
1 year 1 month ago - 1 year 1 month ago #3 by Fu-Bama
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/
Warning: Spoiler! [ Click to expand ]

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  • Posts: 292
1 year 1 month ago #4 by matsilagi

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/

Warning: Spoiler! [ Click to expand ]


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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  • Posts: 156
1 year 1 month ago #5 by Fu-Bama

matsilagi wrote: If I send you some textures, could you generate their matcaps for me?

Sure, post the textures in the comment and I will send them here too. ;)

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  • Posts: 292
1 year 1 month ago #6 by matsilagi

Fu-Bama wrote:

matsilagi wrote: If I send you some textures, could you generate their matcaps for me?

Sure, post the textures in the comment and I will send them here too. ;)


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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  • Posts: 156
1 year 1 month ago - 1 year 1 month ago #7 by Fu-Bama
Can you post them on imgur.com or something, not 7z archive?

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  • Posts: 292
1 year 1 month ago - 1 year 1 month ago #8 by matsilagi

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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  • Posts: 95
1 year 1 month ago - 1 year 1 month ago #9 by NattyDread
Is it compatible with ReShade 4?
I'm getting a bunch of syntax errors. :(
edit: I got it fixed

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  • Posts: 154
1 year 1 month ago #10 by seri14
Why you not paste error log

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  • Posts: 47
1 year 1 month ago - 1 year 1 month ago #11 by Deathmedic
This is a HDR image I took years ago in the front of a shop I used to volunteer in.
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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  • Posts: 156
1 year 1 month ago - 1 year 1 month ago #12 by Fu-Bama

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 :pinch:
I can get you one:
i.imgur.com/YvI5gOo.png

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  • Posts: 9
1 year 1 month ago #13 by phexitol
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.

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  • Posts: 156
1 year 1 month ago #14 by Fu-Bama

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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