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Add Shaders for AnimStates


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It has come recently to my knowledge that Animations dont have a way to run custom shaders.
It is available for the ImageWidgets, why not give it to anims too? I have so many mod projects that I simply struggle with resource-wise because I cant apply color cube shaders or other custom shaders I've written and have to make the effects as seperate builds. The Ghost Haunted effect is already a shader and it works fine on anims so it has to be possible, right?

Just now, Fuffles said:

It has come recently to my knowledge that Animations dont have a way to run custom shaders.
It is available for the ImageWidgets, why not give it to anims too? I have so many mod projects that I simply struggle with resource-wise because I cant apply color cube shaders or other custom shaders I've written and have to make the effects as seperate builds. The Ghost Haunted effect is already a shader and it works fine on anims so it has to be possible, right?

There is a way to run custom shaders on AnimStates though? Or maybe i'm misunderstanding.
 

inst.AnimState:SetBloomEffectHandle("shadername.ksh")

I've been able to use SetBloomEffectHandle perfectly fine for my custom shaders in the past.

2 hours ago, Hornete said:

There is a way to run custom shaders on AnimStates though? Or maybe i'm misunderstanding.
 


inst.AnimState:SetBloomEffectHandle("shadername.ksh")

I've been able to use SetBloomEffectHandle perfectly fine for my custom shaders in the past.

Wouldnt this only work when bloom is on though?
Either way it still feels more like a hackier way rather than just adding what is already present in DS. I recall DS having SetEffect and SetEffectParams as AnimState args, why is it not present in DST though?

15 minutes ago, Fuffles said:

Wouldnt this only work when bloom is on though?

This is how bloom is applied, so no. Youd only be able to apply one shader at a time to AnimState though, so you cant have the games bloom shader and your own shader on the same AnimState at the same time.

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