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Releases: NordlichtS/custom-shaders-RedAlert3

Game-Ready PBR shaders v1.5

17 May 09:47
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the FXO files are for the game while FX files are for 3dsmax. Added pulse lights like cc3 Scrin units, fixed reflection spectrum saturation, fixed constant buffer register conflicts, building's damage textures, and other minor bug fixed. Likely the final version.

PBR shaders v1.3 (adjustable glow color)

04 Apr 11:40
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Now you can set a glowing color for each mesh when exporting w3x models.
RGB is fixed glowing color, while Alpha will be multiplied with Player's Team Color.
The glowing strength and position is green channel of your SPM texture.
If you want it to glow yellow, set GLOWcolor=(1,1,0,0) .
If you want it to glow Team Color, set GLOWcolor=(0,0,0,1)
default values are zero.

PBR shaders v1.2

18 Mar 00:25
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Download Game-Ready patch here: https://www.moddb.com/mods/psysonic-omega/downloads/pbr-shader-patch-v12

v240316 means parameters tuning of this version is finalized on 2024, march, 16.

Compiling must be using FXC.EXE from the legacy Microsoft direct x SDK. Modern DX compiler does not support shader model 3.0 , and the game's own compiler is buggy.

PBR original style compatible patch

22 Apr 10:03
06ec5c6
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The BIG file is the latest compiled game-ready patch, which allows you to implement PBR shading without changing the original textures.
Glowing function added.
The FX file here can be used in 3dsmax 2023 or 2017 to preview and export W3X models. Objects and Buildings now use the same shader.