Almost Software Shading

[Reusable] Almost Software Shading v2.2.6

This thread contains content that may be reused, modified, or ported by anyone.

time gear

Eternity in an hour
A brighter and more saturated look.
I think that was more because of the palette the game was using at the time. It's probably possible to somewhat recreate that look by modding the palette to be more like the one from 1.09.x, but I've never done palette modding so I couldn't say for sure how doable it would be.
 
works really good I hope more updates​

Fix (2/2/21)

1- BASS water/fluid textures fixed

---

Tweak (1/29/21)

1- Clearer water.

2- Changes in version number labelling

3- Slight color modifications

---

Fix (1/28/21):

1- The water has a bluer-deeper hue.

2- Improved distances for sprites and models.

3- Mud fluids, specifically in Castle Eggman Zone Act 1, has been colored correctly.

4- Other tweaks that makes the look of the game clearer, but retaining the limited color look.
-
Quick hotfix for AlmostSavage.

---

Fix (1/26/21):

1- B.A.S.S. Water looking too green, fixed.

2- Fixed some oversights with the fog. And some colormaps are less dark now.

---

Update (1/26/21): Version 2 is now here! This version aims to fix green-ish tints on black and white areas, models and sprites. There's also changes to colors.

Frankly, the ripple effect is still "experimental", there are small fixes but problems still persist.

Other than that, enjoy!

---

Update (12/5/20): I've been meaning to add this, so there is now a shader that incorporates the default opengl shader but with water effects. None of that software shading, but water be ripplin.

It's called "BarelyAlmostSoftwareSavage", or "B.A.S.S.".

You can download it now!

---

Update (12/4/20): Savage just got another coding update. Try to check if it finally works on below OpenGL 4.0!

---

Update (12/3/20): Savage just got a coding update. Try to check if it finally works on below OpenGL 4.0!

---

Update (12/3/20)
New Low End Support!
For PCs with OpenGL versions below 4.0

AlmostSoftwareNoRipple and AlmostSoftwareRipple have been renamed to AlmostSoftwareSoft and AlmostSoftwareSavage respectively!

AlmostSoftwareSoft also has coding improvements that should work on lower-end graphics drivers like Intel Graphics.

---


Update (12/3/20): Hi. It may be that this shader won't work for lower end systems at the moment, as seen from the logs. I must say, thank you for the people who sent their logs, it helped identify the issue. I'll be working on a low-end supported shader, should be able to release soon.

DCUaLJf.png

Almost Software Shading
A.S.S. for short



in courtesy of Fickleheart's wacky shaders
Are you tired of OpenGL's very truecolor palette? Well you're in luck!
A.S.S. is here to simulate SRB2's software lighting and limited color look into OpenGL!

The shader posterizes textures in a way to produce visuals that would closely resemble what's displayed in SRB2's software renderer. The shader also changes the coloring of certain areas, especially underwater.

Here's a comparison between Normal OpenGL and A.S.S. OpenGL Respectively

Deep Sea Zone
JtYmELu.png
m3Irod8.png
vB14auO.png
7JEteLm.png
KObARGR.png
cshRKLU.png

Castle Eggman Zone
ERbxUOy.png
LFiSaxn.png
W7NfIva.png
v18fE5o.png

Greenflower Zone
T3Xhyg2.png
1olZqyj.png

Arid Canyon Zone
43DPm4u.png
XWyVfTJ.png

It also introduces a pseudo effect that makes water look like it's rippling and refracted!
ZRabT7e.gif

It's quite experimental though.

There are three shaders.

(AlmostSoftwareSoft_v2.2.3.pk3)
This shader has the coloring, lighting and shading modifications. It's the stable version.

(AlmostSoftwareSavage_v2.2.3.pk3)
This shader has all of what the previous shader has but with a pseudo ripple effect on the water (mostly). If it's bothering your play a bit but you still want the coloring, your best bet is to use Soft_v2.1.

(BarelyAlmostSoftwareSavage_v2.1.1pk3)
This shader is for those who don't really like the limited color palette look, but are interested in the ripple effect. If it's bothering your play a bit, your best bet is to just use the default OpenGL shader.

The Ripple Effect doesn't have any errors when it comes to gameplay and it's also pretty much finished for the vanilla singleplayer campaign, but if you plan on playing with mods, bear in mind that some maps may not apply the ripple effect properly.

For optimal play and stable visuals, download the Soft version.


Note: You're going to need a custom save if you want to make a new file with this shader.

Enjoy!
 

Attachments

  • srb20000.gif
    srb20000.gif
    2.3 MB · Views: 71
  • srb20001.gif
    srb20001.gif
    4.6 MB · Views: 69

flarn2006

Member
The part about needing a custom save is incorrect. It seems to treat it like a music WAD, where it doesn't mark the game as modified and isn't considered "important" in a netgame. Maybe that was newly changed in 2.2.9 or something.
 

Rokotallion Blast

Put your cards up in the air!
The part about needing a custom save is incorrect. It seems to treat it like a music WAD, where it doesn't mark the game as modified and isn't considered "important" in a netgame. Maybe that was newly changed in 2.2.9 or something.
yes, that part's become obsolete due to the 2.2.9 update
 

Rokotallion Blast

Put your cards up in the air!
kororobo updated The "Almost Software Shading" Shader v2.2 with a new update entry:

ASShader 2.2.5

This is update 2.2! Recent Version being 2.2.5!

This update has major coloring changes to better replicate the software renderer!

1- This version aims to fix green-ish tints on black and white areas, models and sprites. There's also changes to colors.

2- The water has a bluer-deeper hue.

3- Improved distances for sprites and models.

4- Mud fluids, specifically in Castle Eggman Zone Act 1, has been colored correctly.

5- Other tweaks that makes the look of the game clearer, but retaining...

Read the rest of this update entry...
 

Axonic

Member
I've always been using this shader when playing SRB2 ever since I downloaded it, absolutely enjoy how it looks. Big or small, I look forward to every update that comes out!
Speaking of which... where's the download for the latest update? Cuz I ain't seeing it and I don't know if there's something I missed.
 

Rokotallion Blast

Put your cards up in the air!
I've always been using this shader when playing SRB2 ever since I downloaded it, absolutely enjoy how it looks. Big or small, I look forward to every update that comes out!
Speaking of which... where's the download for the latest update? Cuz I ain't seeing it and I don't know if there's something I missed.
The downloads should appear now ^^
 

CobaltBW

Community Noise Maker
Sonic Team Junior
This looks great! Does a good job of matching the feel of the software renderer. However, one of my major complaints with OpenGL is that it tends to make certain sectors look too dark compared to software, and this still seems to be the case with the shader; I think the use of colormaps might be a causal factor. Would you happen to have any control over this?

Below are shots of Chaos Mode's Frost Columns, in opengl (shaded) and software respectively
 

Attachments

  • srb20085.png
    srb20085.png
    128.8 KB · Views: 65
  • srb20087.png
    srb20087.png
    95.6 KB · Views: 63
  • srb20089.png
    srb20089.png
    337 KB · Views: 64
  • srb20088.png
    srb20088.png
    139.5 KB · Views: 59

Rokotallion Blast

Put your cards up in the air!
This looks great! Does a good job of matching the feel of the software renderer. However, one of my major complaints with OpenGL is that it tends to make certain sectors look too dark compared to software, and this still seems to be the case with the shader; I think the use of colormaps might be a causal factor. Would you happen to have any control over this?

Below are shots of Chaos Mode's Frost Columns, in opengl (shaded) and software respectively
I'm not an experienced GLSL programmer, so I'm not sure what capabilities GLSL has over the renderer's colormaps. This is mostly a fork from Fickleheart's posterize shader, which flattens out the colors for flats and walls.

It's essentially just a very simple overlay, and I just made a few adjustments to make the vanilla experience feel less flat. I didn't really thought of mods when making this, although it still in some ways works.
 

CST1229

Welcome back, recolor
I think you might be able move the ripple logic to the Water shader to fix A.S.Savage/B.A.S.S (it's literally right there!).
 

Rokotallion Blast

Put your cards up in the air!
I think you might be able move the ripple logic to the Water shader to fix A.S.Savage/B.A.S.S (it's literally right there!).
The Water glsl code is only referring to the Water textures, not what's inside the water. In order to do that someone must get deep into the coding and get access to the frame buffer, which can only be exported into a custom build (.exe), not a mod.
 

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Top