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Doc_Halo1_PostprocessingQuickStart

Noah Sherwin edited this page Feb 9, 2023 · 5 revisions

OpenSauce Post Processing Quick Start

This guide aims to instruct you on the basic work flow for putting a simple post process effect into your map. It by no means explains everything that the system can handle but should get you started for more fun things down the line.

Basic work flow overview:

  • Create a post process shader in HLSL
  • Compile the shader using os_tool
  • Set the shader variables in OS Guerilla
  • Create a generic postprocess effect tag
  • Create an postprocess effect collection tag
  • Add the effect collection to a scenario
  • Compile your map

1. Create a post process shader in HLSL

For the sake of this being a quick start guide we will be using a simple tint shader. Copy the following HLSL to a text file and save it as my_tint.fx in your "data\postprocess\shaders" folder.

#include "includes\vertex_shaders.fx"

texture tex_Source	: TEXSOURCE;

sampler2D sam_Source =
sampler_state
{
	Texture = <tex_Source>;
	AddressU = Clamp;
	AddressV = Clamp;
	MinFilter = Point;
	MagFilter = Linear;
	MipFilter = Linear;
};

float 	blend_amount = 0.8f;
float4	tint_color = { 0.7f, 0.7f, 1.0f, 1.0f };

float4 TintPS( float2 Tex0 : TEXCOORD0 ) : COLOR0{
	float4 OUT = tex2D(sam_Source, Tex0);
	OUT.rgb = lerp(OUT.rgb, OUT.rgb * tint_color.rgb, blend_amount);
	return OUT;
}	   

technique PostProcess
{
	pass Tint
	{
		VertexShader = compile vs_1_1 PassThroughVS();
		PixelShader = compile ps_2_0 TintPS();
	}
}

With your my_tint.fx file in the correct location we can compile the shader.

2. Compile the shader using os_tool

Open a command prompt in your HEK installation directory (typically your Halo CE directory) and run OS_Tool. You will see that OpenSauce extends Tool by including some new commands. The command we will be using is compile-shader-postprocess. This command compiles all of the .fx files in a directory and either creates new shader_postprocess_generic tags for them, or updates existing tags with the new shader code. In our case the post processes reside in the data\postprocess\shaders directory so the command will be os_tool compile-shader-postprocess postprocess\shaders. When the command is complete you will have a my_tint.shader_postprocess_generic tag in your tags\postprocess\shaders directory.

Shader Compile

3. Set the shader variables in OS Guerilla

The shader_postprocess_generic tag provides an interface between the shader variables and the designer, allowing you to change the variable values from OS Guerilla. Run OS Guerilla now and open the my_tint.shader_postprocess_generic tag. We are going to add variable entries for the 2 variables in our tint shader:

float 	blend_amount = 0.8f;
float4	tint_color = { 0.7f, 0.7f, 1.0f, 1.0f };

Add an entry to the FLOATS block and set the name to blend_amount. Then set the upper bound field to 0.8. At runtime, the game will look for a variable in the shader named blend_amount and will set it's value to 0.8. For the tint_color variable you could add a FLOAT4S block, however since this is a colour it is more easily set by a colour picker, so add a COLORS block entry instead. As with with the float variable, set the name and upper bound value.

Shader Variables

When copying colour values from HLSL it is important to note that in HLSL a float4 stores a colour as RGBA, while in guerilla it is displayed as ARGB.

The reason we change the upper bound value is because, as is with other areas of the HEK, shader variables can be animated and by default the animation function is set to "one" meaning the upper bound is used.

Once you have added your variables save the shader tag.

4. Create a generic postprocess effect tag

While still in OS Guerilla create a new effect_postprocess_generic tag. This tag brings your shaders together into a single reusable effect, by applying your shaders in whatever order you wish them to be applied. First you must add a reference your shader by adding an entry to the SHADERS block and setting the shader tag reference to your my_tint shader.

Next you need to add an entry to the SHADER INDICES block, changing the shader field to references your shader from the SHADERS block. The SHADER INDICES block is what defines the order your shaders are applied in. In this quick start guide you will only have one entry, but for more complicated effects you could have many more, even with some duplicate entries.

Effect

With your shader added to both the SHADERS and SHADER INDICES blocks save your effect to tags\postprocess\effects\my_tint.effect_postprocess_generic.

5. Create an postprocess effect collection tag

Next create a new effect_postprocess_collection tag. This tag brings your effects together and defines where and when to apply them.

First you need to add your effect to the EFFECTS block so add a new block entry and set the effect tag reference.

Next you need to add an entry to the EFFECT INSTANCES block. An effect instance defines where and when an effect is applied. You can have multiple effect instances referencing the same effect to apply it to different areas on the screen and/or at different times in the render cycle. For this guide you will only need one effect instance.

To set up your effect instance change the effect field to reference your my_tint entry in the EFFECTS block. The render stage field sets where in Halos render cycle to draw the effect instance; for your tint effect we want to affect the HUD so set the field to "after hud - before menu". The quad tessellation field controls how may quads make up the quad used for the instance, which is important for vertex animation but for your effect 4x4 will be fine. The X and Y screen bounds controls the area of the screen that your effect is applied to. For your effect set both to 0 to 1. The activation operation field and ACTIVATION CONTROLS block controls when the effect is turned on and off according to specific events in the engine. If no activation control is added the effect instance will be applied by default so you can leave those options unchanged.

Effect Collection

Finally, save your effect collection tag to your maps scenario directory, such as tags\levels\test\tutorial\tutorial.effect_postprocess_collection.

6. Add the effect collection to a scenario

To add OS specific tags to a map you have to first create two tags, a project_yellow tag and a tag_collection tag. First create a tag_collection tag and add a reference to your effect_postprocess_collection and save it in your scenarios directory to keep per map tags with their respective scenario.

Tag Collection

Next create a project_yellow tag and set the "scenario explicit references" field to the tag_collection you just saved, then save the project_yellow tag along side your scenario.

Project Yellow

Then open your maps scenario tag. At the very top you will see that the DON'T USE field is now a "project yellow definitions" field. That field takes a reference to the project_yellow tag you just created. Save everything and you are ready to compile your map.

Scenario

7. Compile your map

Whenever you create a map that uses OpenSauce you should compile it using the build-cache-file-ex command of os_tool. This is because there are some behind the scenes processes that only occur when running build-cache-file-ex that are required for smooth running of the OpenSauce extensions. This does not however mean you have to use all of the features of build-cache-file-ex. Use build-cache-file-ex "" false false false <your maps scenario> and the map will not use the additional OpenSauce memory features.

Build Map

Finally

Run your map in Halo CE with OpenSauce installed and your effect will be applied as soon as the map is loaded. An important point to make is that because the only things added to the map are some extra tags, it will still function just fine on a Halo setup that doesn't have OpenSauce installed!

Shader Variables

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