I have tried running all of your shaders, but I don't think you have ever used them in a formal game - after using shaders, the 2D text on the screen will be repeatedly rendered, one is the original effect and the other is the effect rendered by the shader. I want to know how to solve this problem. You can try creating a demo yourself to test this bug
The demo shows how to fix it—you need to put the folder with the 2D UI layers inside the mesh node that the scene is being rendered onto. That mesh gets skipped during rendering, so as a result, the 2D layers don’t get rendered onto the texture.
Another issue is that when there are more than one camera in a scene, I don't know how to make the shader work properly. For example, camera switching in cutscenes.
Right now, we need to use a single camera for everything. Later on, I’ll add the changes I used in the "Lupsosian: The Dark Ages" teaser to enable rendering from an always-active camera
Can you tell me how to use it? I tried using what I thought was the method, but obviously didn't succeed.
Also, I'm not sure if our descriptions are consistent. What I mean is that switching cameras cannot maintain the shader effect. If two shaders are added, switching camera shaders will cause problems. So I need a solution to switch cameras while still maintaining shader effects. I tried downloading the js file from the link and replacing Old School.js. But obviously there is a problem. Actually, I'm not quite sure how this shader works
I don’t get what the issue is — how to use it is explained in the descriptions, just re-read them. In the updated CopperCube Screen Shader Extension, you can now switch cameras without any problems. If you want to use multiple different effects, then yeah, you’ll need to combine them into a single shader and write a callback to switch between the effects.
The shader uses a 4x4 Bayer matrix for dithering: The code is open and available for review, so you can check out the implementation directly. You can read more about dithering and the Bayer matrix here: https://en.wikipedia.org/wiki/Ordered_dithering
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I have tried running all of your shaders, but I don't think you have ever used them in a formal game - after using shaders, the 2D text on the screen will be repeatedly rendered, one is the original effect and the other is the effect rendered by the shader. I want to know how to solve this problem. You can try creating a demo yourself to test this bug
The demo shows how to fix it—you need to put the folder with the 2D UI layers inside the mesh node that the scene is being rendered onto. That mesh gets skipped during rendering, so as a result, the 2D layers don’t get rendered onto the texture.
Another issue is that when there are more than one camera in a scene, I don't know how to make the shader work properly. For example, camera switching in cutscenes.
Right now, we need to use a single camera for everything. Later on, I’ll add the changes I used in the "Lupsosian: The Dark Ages" teaser to enable rendering from an always-active camera
Alright, I’ve published the updated code that uses the active camera:
https://samgrady.itch.io/coppercube-screen-shader-extension
Can you tell me how to use it? I tried using what I thought was the method, but obviously didn't succeed.
Also, I'm not sure if our descriptions are consistent. What I mean is that switching cameras cannot maintain the shader effect. If two shaders are added, switching camera shaders will cause problems. So I need a solution to switch cameras while still maintaining shader effects. I tried downloading the js file from the link and replacing Old School.js. But obviously there is a problem. Actually, I'm not quite sure how this shader works
I don’t get what the issue is — how to use it is explained in the descriptions, just re-read them. In the updated CopperCube Screen Shader Extension, you can now switch cameras without any problems. If you want to use multiple different effects, then yeah, you’ll need to combine them into a single shader and write a callback to switch between the effects.
Hello Sam tell us where else we can look for new shaders for your behavior
I don’t know, I can only recommend writing them yourself… Look at interesting filters and try to create shaders that imitate those effects
Wonderful job!
edit: I'm curious, how did you code for the dithering?
The shader uses a 4x4 Bayer matrix for dithering:

The code is open and available for review, so you can check out the implementation directly. You can read more about dithering and the Bayer matrix here: https://en.wikipedia.org/wiki/Ordered_dithering
Thanks! I also sent you an email about a project I'm working on :)
Awesome job, keep it up bro
Thanks! I might publish a few more shaders in the future
That would be great, I'm keenly looking up to you for more, this is breakthrough for this engine