This is familiar territory for most modders, as you select these shader XML files in GIANTS editor. The way to specify these hooks, and tell the game engine how you would like to affect the way something is rendered, is through shader XML files. Giants actually provided us with an extensive and very open framework allowing us to affect almost every aspect of how the game looks, and behaves. This is something very few people are aware of. Hooks are moments in the execution of the shaders where you can insert your own code to be executed. ![]() The good news is, Giants included a huge number of so called ‘hooks’ in them. The actual shader code is part of the internals of FS19, so I can’t show you a fragment of it, but in case you’re curious and know your way around the game files, they are included in the shared/shader.gar archive. The next one is the pixel shader, also called fragment shader, that colors them.įS19 has implemented these shaders in Cg, a shader language based on the C programming language, developed by Nvidia. It’s main purpose is to determine the position of your vertices. There’s two moments in the pipeline where we can control what the end result will look like. The bag of vertices on the left? That’s your 3D model. ![]() ![]() ![]() The diagram above shows a simplified view of the graphics rendering pipeline.
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