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Thread: Force field shader/material for our game

  1. #1
    Prea
    Guest

    Force field shader/material for our game

    Hi guys,

    Just wanted to show the material I've been working on today. It's a WIP forcefield shader.
    It's something we use in our game to prevent attackers from reaching certain areas until they have completed an objective.



    The upward scrolling effect may be tweaked a bit further. It takes a lot of attention away from the rest of the scene as it's quite bright.

    I hope you guys like it, feedback on the material is welcome

    (our game: http://grim.morepolygons.com)

  2. #2
    Private Tux
    Guest

    Smile

    The effect is very well and unique. I bet some UDK users will do the same thing as the video for working a new game/environment (like you).

  3. #3
    ambershee
    Guest
    It's pretty reasonable - your level design means you're going to have a lot of layered alpha behind them though, which is a bit of a performance nasty

  4. #4
    Prea
    Guest
    Quote Originally Posted by ambershee View Post
    It's pretty reasonable - your level design means you're going to have a lot of layered alpha behind them though, which is a bit of a performance nasty
    What do you mean exactly? They're just 3 planes/layers with a not even that complex material shader. Where do you think the performance becomes an issue?

  5. #5
    ambershee
    Guest
    I can see four layers in the video. Unreal 3 doesn't handle transparency very elegantly (it's actually a problem in many renderers) - these forcefields occupy a large quantity of screen space and can become pretty expensive to render (take a look at shader complexity in the editor, you'll probably find there are angles at which there are large areas of red / white performance). Throw gameplay in there and things can become worse; eg smoke particle systems and the like.

  6. #6
    Prea
    Guest
    There is a lot of RED (and some white) going on in the scene, most of it seems to be caused by some kind of effect I hadn't event noticed on the ground (something like a height fog but with particles) I'll let the level designer know to make sure it gets optimized/cleaned a bit.

  7. #7
    ambershee
    Guest
    One option regarding forcefields could be to disable a number forcefields that are currently behind other forcefields, this would mean there is only ever one requried layer.

  8. #8
    Prea
    Guest
    Quote Originally Posted by ambershee View Post
    One option regarding forcefields could be to disable a number forcefields that are currently behind other forcefields, this would mean there is only ever one requried layer.
    Yeah depending on the performance tests we could disable all but one at the time. Gameplay-wise there is usually 1 or 2 active fields at most so we could disable the fields if necessary.

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