oooh fancy.

On Mon, Nov 30, 2009 at 3:53 PM, Kyle Gospodnetich <
[email protected]> wrote:

> Jonathan White wrote:
> > OK Folks,
> >
> > I have entirely implemented the L4D Glow Effect in C++. Check it out
> along
> > with my very lengthy description of the code on the Developer Wiki:
> >
> > http://developer.valvesoftware.com/wiki/L4D_Glow_Effect
> >
> > The only hanging issue is that of shaders. I couldn't get your shaders to
> > load with my mod Garry, but I'll be honest that was my first time working
> > with shaders. Valve's Blur Shaders (BlurFilterX and BlurFilterY) are
> > completely messed up. They both take different parameters and BlurFilterY
> is
> > disabled by default. BlurFilterX's strength does not seem to be editable
> via
> > parameters. If someone can get a blur shader to work properly please let
> me
> > know, as of right now BlurFilterY mainly drives the effect of this glow.
> >
> > Thanks to everyone for your help!
> >
> > Jonathan White
> > <Killer Monkey>
> > GoldenEye: Source
> > _______________________________________________
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> >
> >
> >
> Nudel made this blur shader a while back. The amount of blur is
> adjustable via a given material's alpha channel. Perhaps it will be some
> use to you! It does need some fixing though.
>
> http://www.chatbear.com/unity2/4991/153,1168096461,2852/1023534/0#5
>
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