Hey, guest user. Hope you're enjoying GameParadise! Have you considered registering for an account? Come join us and add your take to the daily discourse.
If you've seen my mods, you know I love adding glow effects to my mods and the biggest enabler for me to do that is TexFX. Because of the of how successful the WuWa version had been, I thought I'd make a version for ZZZ as well. Once again with help from Sins and borrowing the code for hue-shifting from the upcoming update for TexFX.
It's probably not as well written as it would be if Sins was in charge but it works relatively well and allows glowing patterns to be made for mods.
It also comes with a Censor Filter remover due to it conflicting with the removers that already exists on GB.
ーーーーーーーーーーーーーーーーーーーー
For the average user, place the files into your mod folder and that's all you need to know.
For modders wishing to use RabbitFX for glow related effects read on.
Please be aware that some level of knowledge on how to make texture mods for Wuthering Waves is required as this is not a guide on how to make mods for Wuthering Waves, rather a guide on how to use this tool to further enhance your mods.
ーーーーーーーーーーーーーーーーーーーー
There is a fundamental change in how RabbitFX works compared to TexFX for Genshin. Iinstead of using just the blue and green channel for controlling luminence and bloom, an entire RGBA texture is dedicated for glow.
What each channel does is relatively straight forward, RGB dictates the colour of the glow and the alpha channel dictates the brightness.
Once created, attach this texture to the 17th pixel shader slot of whatever component this effect is to be used on using
ps-t17 = ResouceName
and call the command
run = CommandList\RabbitFX\Run
This is the bare minimum needed to activate RabbitFX.
Another feature RabbitFX has is the ability to shift colours through the use of HSV courtesy of SinsOfSeven. Just like in picture editing softwares, Hue is shifted with by a value ranging from 0 - 360 with it fully wrapping around at 360. Saturation and brightness can also be adjusted with S and V respectively. These values can be set with the following values
$\rabbitfx\h
$\rabbitfx\s
$\rabbitfx\v
$\rabbitfx\brightness
Another thing you can do is set an Interpolation value from 0 - 1 that lets you transition towards your target colour for better special FX modding with 0 being the original colour and 1 being the target colour. This can be set using the following value
$\rabbitfx\interpolate
Here is a snippet from my Ambi mod to give you a better idea on how it works, note all values other than ps-t17 and run = CommandList\RabbitFX\Run are optional.
Here is an example of how the effect mask is made.
This is the texture for the sword Anbi uses
I want to make the blade of it glow a nice green to match her motif so I make a seperate texture that is completely black with the parts I want to glow coloured in like so.
Next, on the alpha channel I colour in the same parts in white to show that I want these areas to be bright.
Next I set the brightness of the mod to 20, set the texture in the ps-t17 slot and run the RabbitFX command.
$\RabbitFX\brightness = 20
ps-t17 = ResourceSwordFX
run = CommandList\RabbitFX\Run
And this is the result.
Happy modding!
Requirements
Dependencies and prerequisites required to use this Mod