Animated HUD
- DanP
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- Ganossa
reshade.me/forum/shader-discussion/162-l...v-blog?start=24#4782
You can find this Gr8mmFilm shader in CustomFX suite. It might already be everything you need. Checkout the texture it loads and replace its parts with your animated HUD pictures. (You might need to adjust a few values in the mediator if you change e.g. the amount of animated pictures)
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- DanP
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- Ganossa
In the worst case you need a texture for each frame (or a bundle as for the shader I wrote) plus the additional alpha layer/texture (or color it with a constant color that is not used for the UI and can therefore be filtered in the shader)
Since high quality usually contradicts with good performance, it might also be a good idea to identify effects in your image loop that can be done without sampling yet another stack of textures.
By the way, there are good compression tools for png so those files do not need to be massive
With proper blending you can also fake a proper framerate
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- DanP
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- DanP
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- crosire
No. That would be way too many textures to load and the amount of samplers required to sample them cannot be handled by GPUs, nor would it make sense performancewise. Putting everything into one texture works, using multiple textures for this would be insane.DanP wrote: Do you think maybe a shader could do something like, point to a folder full of PNGs and, according to filename, display each one of them in sequence?
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- DanP
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- kingeric1992
and you didn't need to, luciferhawk already made some old TV effect that uses texture atlas which in some way is animated HUD.
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- crosire
That program is entirely CPU based (as almost every desktop application). The GPU has a !completly! different architecture than the CPU. It only has a limited number of sampler registers from which a shader can sample a texture. Each access to one such register is a demanding operation, so those should be kept low and one should always sample from memory which is close to each other to utilize the cache best. Switching textures in those samplers is another demaning operation and can not be done in the middle of executing a shader (obviously). This is why you would always put everything you need in the same memory region, which means one texture with all the data.DanP wrote: Are you sure? Currently I'm using an old program that does something similar, called Custom Desktop Logo, it's loading a folder of about 200 pngs @1mb each and animating it at 30 fps, the performance impact is negligible. Why can't a shader do this?
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- DanP
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- DanP
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And I tried that shader, and ran into too many hurdles for what I tried to do. The biggest would be, how would I automatically insert hundreds of full res images, vertically, in a specific order into one static png?kingeric1992 wrote: You can't load all the textures in a shader at once, there are hardware(TMUs) and api limits.
and you didn't need to, luciferhawk already made some old TV effect that uses texture atlas which in some way is animated HUD.
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- kingeric1992
www.photojoiner.net/
I'm sure there are a lot of other programs capable of stitching pics together.
you still need to set the grid size in shader.
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- DanP
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I searched quite a bit for programs/ways to do this. I'm sure they exist but I just couldn't find them.
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