Shockwave of Fury
Tonights coding efforts have born much fruit, I managed to finally generate a decent texture to use for base of the shockwave effect and roughly impliment the effect in game.
The in game result is as good as I’d hope, it still needs a thumping sound effect to give it real punch but I think I’m on to a winner.
The first trick to the effect is trying to get your head around the base texture (to the right), I’ve used a the same technique they use for bump and nornal mapping, where the texture map doesn’t hold colour information it stores offsets for the sampling co-ordinates of the background texture.
Red from 0 to 255 stores the X axis offset and Green the Y, the baby poo tan/green in the middle and the outside on the texture is Colour R128 G128 B0 A255 right in the middle, in other words no offset.
First up I tried using photoshop to generate the texture with overlapping gradients, but I couldn’t get the results I was after so I ended up using XNA to generate the texture on screen and saved it out with the handy Save() method of Texture2D.
Here’s the shader I use to apply the offset texture to the back ground texture:
uniform extern float4x4 World : WORLD; uniform extern float4x4 ViewProj : VIEWPROJECTION; uniform extern texture backGroundTexture; uniform extern texture offsetTexture; uniform extern float textureOffset; struct VS_OUTPUT { float4 position : POSITION0; float4 textureCoordinate : TEXCOORD0; float4 P : TEXCOORD1; }; sampler backGroundSampler = sampler_state { Texture =; MIPFILTER = LINEAR; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; sampler offsetSampler = sampler_state { Texture = ; mipfilter = LINEAR; }; VS_OUTPUT Transform( float4 Pos : POSITION, float4 Col : COLOR, float4 TextureCoordinate : TEXCOORD0 ) { VS_OUTPUT Out = (VS_OUTPUT)0; Out.position = mul(Pos, mul(World, ViewProj)); Out.textureCoordinate = TextureCoordinate; Out.P = Col; return Out; } float4 ApplyTexture(float2 textureCoordinate : TEXCOORD0, float4 p : TEXCOORD1) : COLOR { float4 bump = tex2D(offsetSampler, textureCoordinate); float2 perturbation = 0.5f - bump.rg; float2 perturbatedTexCoords = textureCoordinate + perturbation / 25.0; // modify this division value for more or less effect float4 c = tex2D(backGroundSampler, perturbatedTexCoords); return c; } technique TransformTechnique { pass P0 { vertexShader = compile vs_1_1 Transform(); pixelShader = compile ps_2_0 ApplyTexture(); } }