Hello, I hope you had fun Christmas.
This is a small demo showing real-time snowflake growth using an animated alpha map. The animation frames are stored in a single image, 255 frames in a single color channel.
buttons 1 and 2 enables post-process effects (vignetting, noise, edge-blur, and a new and awesome lens distortion filter, made by Francois Tarlier, and slightly modified by me).
Because Rendered Texture doesnt end at the edges of the game screen. It continues till it gets to the size of power-of-two (64*64,1024*1024, 4098*4098, etc.), and it includes all Blenders UI. That is the reason I use canvas coordinates over the texture coords to get the center of the game window.
Stunning work once again.
I think the most valuable thing from this is the cubic lens distortion shader, thats something Ive been looking for for a while, and this one is so customizable its just beyond perfect. :no:
Your .blend runs fine for me Martinsh, but Im having trouble getting the shaders to work in my own game, I have the lens distortion one running ok with the get_window script as well, but I keep getting this increased brightness effect. The underlying effect is there, its just this flickering brightness which happens at certain times or angles. It must be something im not setting up right in my .blend, cause your demo doesnt have any of these issues and im using inbuilt 2D shaders as well anyway.
Any advice would be appreciated, I have a thread for the issue here so this thread remains ontopic.
I look forward to seeing what you come up with next!