Irrlicht Hypershader

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dlangdev
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Irrlicht Hypershader

Post by dlangdev »

Hi,

Just wondering if anybody worked, or is working, or is about to work on a tool similar to a hypershader.

Basically, this tool will able to setup a set of nodes defining shader attributes for a given material.

The tool is a GUI containing nodes having terminals for interconnecting to other nodes.

The renderer will simply look into the node structure to determine shader properties.

For example, in the image below (my current gameworld I'm working on), I would be able to right click on the canyon mesh and then be able to pull-up the hypershader GUI and then define the shader properties.

Let me know if there is anything available for Irrlicht.

...or I may be asking too much?


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Yoran
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Post by Yoran »

No I don't know of something like that in development :)
Dark_Kilauea
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Post by Dark_Kilauea »

I have played with tools that do this exact thing, but my experience with all of them is that they make for nasty, bloated code that will always run slower than if you wrote the shader by hand. Despite that downside, node based shader authoring is very fast in terms of getting a specific look.
rogerborg wrote:Every time someone learns to use a debugger, an angel gets their wings.
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