Oblivion

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LucyBlue

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This is my very first mod AND my very first pixel shader. I tried TimeSlip\'s \"infrared\" pixel shader and was not impressed in the least. First of all, things that should\'ve been hot were cold. Things that should\'ve been cold were hot. And it went from black to red. The shader was compiled to shader model 2.0. That\'s what my

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This is my very first mod AND my very first pixel shader. I tried TimeSlip's "infrared" pixel shader and was not impressed in the least. First of all, things that should've been hot were cold. Things that should've been cold were hot. And it went from black to red.

The shader was compiled to shader model 2.0. That's what my tool for creating it was set for. I tried compiling it for 1.3 which is what the original NightEye shader was for, but TimeSlip's Shader Editor complained that it was too complicated for 1.3. But I might have been doing something wrong. If anyone has any problems

This shader imitates the appearance of the infrared cameras often shown in movies, used on MythBusters and Ghost Hunters. Basically, what it does is it attempts to simulate the "false color" heat vision by making things which are cold appear blue while warm is green and hot is red, with all colors inbetween.

Again, this isn't a perfect simulation, but since Oblivion doesn't have anything for determining the heat of an object, I'm grabbing it from the brightness of the object. Overall, the effect is similar to what you see on the Predator movies and the original Alien vs Predator video game. Mind you, I wrote this shader from scratch, so it's not taken from there. That's just what the few people beta testing the shader for me said it reminded them of.

Requirements: v0.9.15
Incompatible With: I know of nothing other than other NightEye shaders.

This shader IS infact compatible With Shivering Isles.

Version History
v1.0
* Original Version

v1.1
* Inverted the colors so blue is cold, red is hot

v1.2
* Added mild blur filter to better simulate the color blobs seen on FIR cameras
* Fixed hue wrapping problem where HDR caused things which were brighter than bright to wrap into purple, back into blue and cycle through. Now the hottest you can see is red. This reduces the detail level but improves the heat vision illusion.

v1.2.1
* Added the ability to choose between the original version of the shader or one without the slight blurring. I personally feel the blur improves the aesthetics but other people might prefer the sharper view.

v1.3.1
* Changed Life Detect to simulate body heat
* Added Life Detect to all stock Night Eye spells, scrolls and enchanted items.
* Optimized the night eye shader by eliminating some unnecessary math and improved the contrast so that things are less likely to wash out to cyan. (sorry about the screenshots, they're from an early test of body heat and before I fixed the cyan washout problem)

Issues with v1.3.1
* Detect Life now has a firey glow on living NPCs when not used in conjunction with Night Eye. this shouldn't be much of an issue.
* Detect Life's particles have been made slightly more transparent to prevent them from washing out NPCs to all red
* Player made Night Eye enchanted items do not display body heat. I would recommend using a unique enchanted item such as a base ring of night eye.

v1.3.3
*Added in the option to select between green and red body heat. More than just the body heat is affected though.

v1.3.4
* Fixed a problem with selecting Red Body Heat (Sharp). If you don't intend on using Red Body Heat (Sharp) then don't worry about v1.3.4

Green Body Heat Pros
* Green does not wash out lower mid range to cyan.
* More visible detail for lower to lower mid range colors.

Green Body Heat Cons
* NPCs are less visible against their background. Still brighter than the background but less contast.
* The colors tend to glitch when using HDR by going past red, into purple

Red Body Heat Pros
* NPCs are a lot more visible
* Colors do not glitch on HDR

Red Body Heat cons
* Lower mid range colors wash out to cyan
* Less visible detail for lower-mid range colors.