RPG Maker MV

RPG Maker MV

1slur Apr 15, 2017 @ 3:05pm
Does MV have shader support feat. postprocessing effects?
This is the only thing I want from MV that VX Ace doesn't have; can I load in something like a GLSL shader for things such as colour correction?
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Showing 1-9 of 9 comments
JohnDoeNews Apr 15, 2017 @ 5:11pm 
There is an option to change color of the whole screen build in as well VX Ace as MV.
If you want to change to color of a certain sprite or tileset, just use photoshop (or the free alternative GIMP)
Last edited by JohnDoeNews; Apr 15, 2017 @ 5:12pm
1slur Apr 15, 2017 @ 8:52pm 
So I can't have a procedurally generated distortion effect on the screen? Darn.
Marmalade Chainsaw Apr 15, 2017 @ 10:07pm 
You can create some visual effects with plugins, depending what you what to do. For example, https://atelierrgss.wordpress.com/rmv-pixi-filters/
Caethyril Apr 16, 2017 @ 3:15am 
It runs on pixi.js, which supports OpenGLSL. Moghunter (Marmalade posted a link above) and others have made use of it to create shader effects, though I can't pretend I know how to do it myself. x)
Last edited by Caethyril; Apr 16, 2017 @ 7:00am
1slur Apr 16, 2017 @ 10:48am 
I also found this which seems to be exactly what I want: https://rpgmakermv.co/threads/custom-filters.2066/

EDIT: Doesn't work on new versions of MV. Damn.
Last edited by 1slur; Apr 16, 2017 @ 1:08pm
1slur Apr 16, 2017 @ 12:45pm 
To clarify; I just want to run my own custom GLSL shaders on everything but the menus, namely the tilesets and the sprites, including the battle graphics. The further deep I go, the less I seem to understand how to get MV to just load a shader I wrote.
There is no "just" about it. MV is not set up to assign separate shaders to individual elements. If you desire such functionality have to write that functionality or find somebody to write it for you.
1slur Apr 16, 2017 @ 5:09pm 
Well I'm currently attempting to mod the link that Chainsaw gave me to load in a custom filter and return it so that it'll get processed, but I'm having trouble actually generating it. Unfortunately, I'm not used to Javascript returning a Object() compared to a definite class, so I'm having troubles actually running my shader.

EDIT: Screw it, if I code in the shader as a string and pass that into new Filter(vectShader, fragShader) and return that, it works fine. I'll release the code to that a bit later.

EDIT2: Yep, my shader works as expected, although the method involving trying to pass in a file did not work as well as I'd hope.
Last edited by 1slur; Apr 17, 2017 @ 12:46pm
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Date Posted: Apr 15, 2017 @ 3:05pm
Posts: 9