Oblivion Shader Editor
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Oblivion Shader Editor[edit | edit source]
By Timeslip
Description[edit | edit source]
This (sdp) is used to edit and compile the shader packages found in the shader folder inside the data folder in your TESIV: Oblivion.
Download[edit | edit source]
[timeslip.users.sourceforge.net/, Timeslip's utilities]
Warning! This utility might damage your shaders! Details: Oblivion shaders always contain CTAB (Constant TABles) which are used by the engine. If you disassemble and re-assemble the shader's code then resulting shader differs from the original. As a result some variables might be unbound resulting in ex. missing water animation or other similar problems.
Misc Shader Tools[edit | edit source]
Microsoft[edit | edit source]
Microsoft Game-writing tutorial - The german version is much better, with video tutorials and lots of shader coverage and a real worthy introduction to Agile development (De).
XNA - Microsoft's free and fully featured game development system, should be able to develop shaders.
DirectX SDK - Contains the DirectX Shader Compiler that creates the needed binary vso/pso files from HLSL or Assembler files.
Visual C++ Express Edition - The must-have IDE for free Windows programming.
NVIDIA[edit | edit source]
NVIDIA 3D Tools - Home of NVIDIA's vast archive of game development tools.
NVIDIA FX Composer - Shader development IDE for the HLSL, with preview and lots of useful tools.
NVIDIA SDK - Huge collection of examples, also shaders.
ATI[edit | edit source]
Ati's RenderMonkey - Ati's version of a shader development IDE.
Tutorials[edit | edit source]
Simple HLSL Shader Tutorial Gamestudio Wiki!
HLSL Shader Tutorial By Donald Beals
HLSL Shaders Microsoft
Pixel Shaders MSDN
MSL Tutorials MGE Shader Library
Examples[edit | edit source]
Night-Eye[edit | edit source]
Editing the Night-Eye Shader
Original Shader[edit | edit source]
ps_1_3 def c0, 1, 0, 0, -1 def c2, 1, 1, 1, 0.5 def c3, 0.209999993, 0.5, 0.779999971, 0 def c4, 0, 0, 0, 1 tex t0 dp3 r1, c0, c1 add t0.w, c0.w, r1.w mul t0.w, t0.w, t0.w + dp3 r1.xyz, c2, t0 mad r0.w, -t0.w, c2.w, c2.w cnd t0.w, r0.w, c3.w, c4.w + mul r1.xyz, r1, c3 lrp r0.xyz, t0.w, r1, t0 + mov r0.w, c4.w
// approximately 7 instruction slots used (1 texture, 6 arithmetic)
Very Bright[edit | edit source]
ps_1_3 tex t0 mov_x2_sat r0, t0 // approximately 2 instruction slots used (1 texture, 1 arithmetic)
Super Bright Shader[edit | edit source]
ps_1_3 tex t0 mov_x4_sat r0, t0 // approximately 2 instruction slots used (1 texture, 1 arithmetic)
Desaturated[edit | edit source]
ps_1_3 def c0, 0.300000012, 0.589999974, 0.109999999, 1 tex t0 mov_x2_sat r1, t0 dp3_x2_sat r0, t0, c0 lrp r0.xyz, r0, r1, r0 + mov r0.w, c0 // approximately 4 instruction slots used (1 texture, 3 arithmetic)
Other[edit | edit source]
Shader Compile Tutorial - Nice doc on how to set up Visual C++ to compile *.fx files.