INTRODUCTION:
Thanks
for purchasing Dodozen's - PostFx Bundle #1
Inside
this package you'll find all the necessary assets to use this
professional pack of 25 hi-quality image post processing
effects (aka PostFx) in your Gamemaker projects:
These are the effects you'll find inside this fabulous bundle:
- VIGNETTING
SHADER
- SCENE
FRINGE
- HEAT
DISTORSION
- MAGNIFYING
GLASS
- HI-CONTRAST
- DUAL
TONE
- THERMAL
VISION
- BLUR
- OUTLINER
- BLOOM
- WATER
REFLECTION
- BOKEH
- OLD
MOVIE
- COLOR
MAPPING
- MOTION
BLUR
- FOG
- FOREGROUND
PARALLAX
- RADIAL
BLUR
- DYNAMIC
RAIN
- CRYSTALLIZE
- PAPER
BURN TRANSITION
- SCANNER
- VOLUME
LIGHT
- DOF
(depth of field)
- GLITTER
HOW
IT WORKS:
You
can run the project in order to see the PostFx working.
Once
the project is running you can use the following keys to navigate
and enable/disable the effects:
[SPACE BAR]: Changes the current
shader for the new one on the list.
[CONTROL]: If you hold the
control key you'll disable de PostFx. As soon as you release the
key the PostFx will be enabled again.
[ESC]: Press ESC to exit the
application.
HOW
TO USE THE SHADERS IN YOUR PROJECT:
Follow
this simple instructions to add any of the PostFX shaders in your
project:
- Copy the desired shaders in your own project
- Use the provided "draw_SHADER_..." functions
inside any object [draw event] in order to display the
shader you
want.
Important: You should provide a boolean argument to any
of the shader function in order to enable or disable the shader.
Example:
- draw_SHADER_shaderName(true);
- draw_SHADER_shaderName(false);
CONFIGURATIONS & TRICKS:
All the shaders are extremely flexible and easily
configurable:
VIGNETTING
SHADER:
- Description: Vignette
is an effect that simulates the corner darkening in real-world
camera lenses.
- Configuration: Change
the "smp_vignette" background in order to achieve different
effects and moods over your game.
- Tricks: You
can use this shader as a color filter too, simply replace the
vignet image with a flat color or a gradient.
SCENE
FRINGE:
- Description: Scene
Fringe is a chromatic aberration effect that simulates the color
shifts in real-world camera lenses. The effect is mostly
noticable near the edges of the image.
- Configuration: You
can tweak the exposed uniform/constant: "u_threshold" in order
to exagerate or atenuate the fringe effect.
HEAT
DISTORSION:
- Description: The
heat distorsion is an effect that simulates the visual
distorsion from the air density variance over a very hot
surface.
- Configuration: Change
the "smp_distorsion" background in order to achieve different
effects and distorsions over your game. You can use a flat image
with the RGB color [128 128 255] in order to neutralize the
effect.
- Tricks: You
can bind the variable "thres" from the fragment shader in order
the animate or modify the "amount" of distorsion from the
effect.
MAGNIFYING
GLASS:
- Description: The
magnifying glass shader emulates effect of zoom made with a
magnifying glass over the game.
- Configuration: Change
the "smp_spherize" background in order to achieve different
effects and lens distorsions on your game. You can use a flat
image with the RGB color [128 128 255] in order to neutralize
the effect.
- Tricks: You
can tweak the exposed uniform/constant: "u_threshold" in order
to exagerate or atenuate the fringe effect. You can change (or
delete) the "oscillatorValue" in order to make the effect
completely static.
HI-CONTRAST:
- Description: This
effect emulates the over-exposure of a physical camera over the
screen of your game.
- Configuration: Change
the "smp_spherize" background in order to achieve different
effects and lens distorsions on your game. You can use a flat
image with the RGB color [128 128 255] in order to neutralize
the effect.
- Tricks: You
can tweak the exposed uniform/constant: "u_threshold" in order
to exagerate or atenuate the constrast effect. You can change
(or delete) the "oscillatorValueAbs" in order to make the effect
completely static.
DUAL TONE:
- Description: The
Dual-tone effect changes the colour of the screen into a colour
gradient between two key colours.
- Configuration: Change
the "u_colorA_arr" and the "u_colorB_arr" values in order
to change the two key colours.
THERMAL
VISION:
- Description: The
thermal vision effect emulates the thermal spectrum from the
infra-red thermal cameras.
- Configuration: Change the
"smp_thermalRamp" texture in order to achieve different
effects.
- Tricks: Experiment using
a variety of ramps. They can give you a very special and
unique looking to your effect.
BLUR:
- Description: The
blur effect emulates lens blur effect from a physical camera.
- Configuration: Change
the "radius" value in order to blur even more the screen.
- Tricks: You can animate
dynamically the "radius" value to emulate the focus adaptation
from a physical camera.
OUTLINER:
- Description: The
outliner transforms your screen into a black and white outlined
illustration.
- Configuration: Change
the "radius" value in order to change the size of the
outlineing.
- Tricks: You
can invert the outliner effect to emulate a drawing on a white
paper.
BLOOM:
- Description: This
effect emulates the bloom created by the over-exposure of a
physical camera over the screen of your game.
- Configuration: Change
the "threshold" value in order to bloom darker or lighter
colours from your screen. Change the "radius" value
in order to exaggerate the blurry effect of the bloom. Change
the "amount" value in order to make the bloom more noticeable.
- Tricks: You
can animate the "amount" value dynamically in order to achieve a
flashy effect in your game.
WATER
REFLECTION:
- Description: The water
reflection effect emulates an animated and reflective water
layer in the bottom part of the screen.
- Configuration: Change the
"u_waterLevel" in order to change the water level position of
the effect. Change the "u_amplitude" in order to change the
amount of distance the water moves. Change the "u_distAmount" in
order to change the amount of distortion of the water
reflection. Change the "u_waterColor_arr" values in order to
change the colour of the water.
- Tricks: Try to change
the color of the effect and its normal map to transform the
water into something more dramatic like chemical waste or
even blood.
BOKEH:
- Description: The bokeh
effect emulates the physical camera effect of dust/dirt on the
lens when its focusing a bright object.
- Configuration: Change the
"smp_bokeh" texture in order to achieve different effects.
- Tricks: Experiment using
a variety of textures. They can give you a very special and
unique looking to your effect.
OLD MOVIE:
- Description: The
old movie effect emulates the framing and noise effect of the
old film cameras.
- Configuration: Change
the "u_movieColor_arr" values in order to change the movie tint.
Change the "speedX" and "speedY" values in order to change the
speed of the noise.
- Tricks: Experiment using
a variety of vignette and noise/dirt textures. You will be
able to achieve amazing effects with them.
COLOR
MAPPING:
- Description: This
powerful effect gives you the ability to change the entire
chromatic palette of your game in real time.
- Configuration: Change
the "smp_colorMapping" texture in order to change the chromatics
of your game.
- Tricks: Follow this
instructions in to create a new custom gradient palette:
- Inside your preferred image editing program, create a square
image with a black and white horizontal gradient.
- Copy this gradient over a screen-shot of your game.
- Modify the chromatics of the screen-shot and the gradient as
you wish.
- Copy the modified gradient in a new file and load it in your
shader.
- You will have the same colour transformation you've done on
your screenshot!
MOTION
BLUR:
- Description: This
effect emulates the blurry effect of a fast moving camera.
- Configuration: Change
the "amplitude" value in order to exaggerate or reduce the
effect. Change the "angle" value
in order to change the direction of the motion blur effect.
- Tricks: You
can animate the "amplitude" value dynamically in order to
emulate the acceleration of the camera.
FOG:
- Description: The fog
effect emulates an fog layer over your game.
- Configuration:
- Change the "u_speed" in order to change the fog speed.
- Change the "u_fogScale" to increase or decrease the
horizontal tileing of the fog.
- Change the "u_fogColor" to tint the fog differently.
- Change the "u_distAmount" value in order to distort more or
less the fog clouds.
- Tricks: Change
the colour and the shape of the fog layer in order to
achieve different moods. You can change the fog
normalmap texture to achieve different types of distortion on
the fog clouds. Bind the speed to the speed of your scrolling
scene in to emulate a parallax effect.
FOREGROUND
PARALLAX:
- Description: The
foreground parallax effect emulate a layer of objects between
the viewer and the game. This effect comes very useful to add
depth to your game in combination with an scrolling background.
- Configuration:
- Change the "u_speed" in order to change the parallax speed.
- Change the "u_scale" to increase or decrease the horizontal
tiling of the parallax texture.
- Change the "u_color" to tint the parallax layer differently.
- Tricks: Experiment using
a variety of textures. They can give you a very special and
unique looking to your effect. Bind the speed to the speed of
your scrolling scene in to emulate a parallax effect.
RADIAL
BLUR:
- Description: The
radial blur effect emulates a physical zoom-in motion blur over
the entire game screen.
- Configuration:
- Change the "u_amplitude" value in order to increase or
decrease the radial blur effect.
- Tricks: Animate
the "u_amplitude" to enable and
disable the radial blur during different moments along your
game-play.
DYNAMIC
RAIN:
- Description: This
awesome postfx emulates a two layer rain.
- Configuration:
- Change the "u_speed..." value in order to increase or
decrease the speed of the desired rain layer.
- Change the "u_scale..." value in order to increase or
decrease the tiling of the desired rain layer.
- Change the "u_color" to tint the rain waterdrops.
- Change the "u_rain...alpha" values in order to change the
rain layers opacity.
- Tricks: Experiment using
a variety of textures in order to create different rain types
with different shapes and densities.
CRYSTALLIZE:
- Description: This
effect emulates the refraction of the light as if you were
watching your game through a square-faceted glass surface.
- Configuration:
- Change the "u_distAmount" value in order to exaggerate or
reduce the effect.
- Tricks: Experiment using a variety of
textures in order to emulate different glass shapes.
PAPER
BURN TRANSITION:
- Description: The paper
burn emulates a procedurally animated paper-burn effect layer
over your game.
- Configuration:
- Change the "u_speed" in order to change the transition
animation speed.
- Change the "u_scale" to increase or decrease the threshold
of "burned" paper.
- Change the "u_color1" to tint the darker (burned) areas of
the burned paper.
- Change the "u_color2" to
tint the lighter (incandescent) areas of the burned paper.
- Tricks: Change
the "paper mask" image in order to achieve different shapes
and transitions. You can change the colors in order
to change the mood of the effect.
SCANNER:
- Description: The
scanner effect a X-Ray scan over your game. The darker areas are
more "exposed" than the lighter areas, emulating certain
translucency on different parts of the game-screen.
- Configuration:
- Change the "u_speed" in order to change the effect speed.
- Change the "u_scale" to increase or decrease the thickness
of the scan bar.
- Change the "u_color1" to tint the base image differently.
- Change the "u_color2" to change the colour of the scan bar.
- Tricks: Experiment using
a variety of textures. They can give you a very special and
unique looking to your effect..
VOLUME
LIGHT:
- Description: The
volume light effect draws colourful light-shafts that emerge
from the dark areas of your game-screen.
- Configuration:
- Change the "u_amplitude" value in order to increase or
decrease the light-shafts length.
- Tricks: Animate
the "u_amplitude" to enable and
disable the light-shafts during different moments along your
game-play.
DOF (depth
of field):
- Description: This
effect emulates the effect of the depth of field blur.
- Configuration:
- Change the "u_scale..." value in order to increase or
decrease the blur amount.
- Tricks: Experiment using
a variety of textures in order to create different DOF types
with different shapes and densities. Replace the texture with
a true z-depth texture to make the effect even more
impressive.
GLITTER:
- Description: This
effect uses the luminosity of your game-screen to emulate
the sparkling shimmers of a glitter disco-ball.
- Configuration:
- Change the "u_amplitude" value in order to exaggerate or
reduce the effect.
- Tricks: Adding a couple
of extra uniforms, you can easily modeulate the size of the
shimmers or change their colour.
CONDITIONS OF USE:
You may use any of these shaders in your game(s), paid or free.
You may not redistribute any of the shaders/examples on the
Yoyogames Marketplace, paid or free as projects, extensions,
shaders, etc are not permitted.
You may not use or redistribute any of the image assets. They're
property of www.dodozen.com
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