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Questions tagged [shaders]

a computer program that runs on graphics hardware and provides a high degree of control over how scenes are rendered

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I'm trying to implement a Solar System Viewer similar to NASA's Eyes. I got the astrophysical part (get positions of the bodies at any time) but I wonder how to best get the orbital lines/trails (...
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I want to implement a bilateral filter because I have read the it preserves the edges. The equation is given as: $$ BF\left[I\right]_p = \frac{1}{W_p}\sum_{q\in S} G_{\sigma_s}\left( \left\Vert p-q \...
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I am pretty new to rendering, and I wanted to add a black and white halftone effect. I wrote the two shaders and created the materials (pass 0 to create mask and pass 1 to mix it with the scene). They ...
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I was using tinkering with vulkan and was wondering if a SSBO can store a mix of structs of different kind like shown in picture and pass offsets of the said structs to access them in shader.
Nobody's user avatar
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I'm trying to render a cone at the gpu for some effects. I'm using the parametric equation provided here. I ended up with the shader below intended to work with an unorderedaccessview target (DX11). I'...
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I have an effect where a character has a small tool that emit a sort of scanning effect to detect some property of an object. My FX is simple as it uses a pyramidal mesh whose top is positioned where ...
philB's user avatar
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The Goal I have a game in Unity which utilizes pixel art. I'm not following the standard rules of pixel art, however. I'm ok with sprites having different sized pixels, pixels rotating, and pixels not ...
Afropenguinn's user avatar
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Is it beneficial to use Generate Mipmaps for a texture used in a skybox shader? I need to use tex2Dlod to fix the edge seams ...
Ahmed Dyaa's user avatar
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I'm using: Unity: 6000.0.51f1 Entities: 1.3.14 Entities Graphics: 1.3.2 URP: 17.0.4 Shader Graph: 17.0.4 I'm fairly new to both DOTS and Shaders, but when trying to use DOTS with URP combined with ...
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I created a custom skybox shader featuring a black sky with only the moon and its halo. The moon responds realistically to the scene’s directional light (sunlight), which creates a convincing effect. ...
Ahmed Dyaa's user avatar
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My unity project is 2D universal. My goal here is to create a comic-like panel with outlines behind objects that have certain tags. This panel should follow the rotation and size change of said ...
pockspocky's user avatar
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I know of two different ways to specify a root signature in DX12, and those are: Creating one with D3D12_VERSIONED_ROOT_SIGNATURE_DESC and ...
Joni Helén's user avatar
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I would like to make the square move strictly along a square trajectory. The square will later be used to mask the main sprite. How to achieve this result? How to move the square along the square's ...
White Raven's user avatar
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I have an effect that I want to only write to depth. commandList->OMSetRenderTargets(0, nullptr, FALSE, &m_mainDepthStencilDescriptorHandle.getCpuHandle()); ...
TheChamp's user avatar
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I had followed the youtube video by Technically harry to create a volumetric fog effect in Unity. But when I get close to a object, the noise is very noticeable which I would like to avoid. I tried ...
Akshay Dhotre's user avatar
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I have a problem with badly optimized palette cycling function of the background shader: ...
Tarak Tarakovich's user avatar
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I am experiencing an extremely odd situation with the introduction of the tesselation control and evaluation shaders in my OpenGL rendering pipeline. I defined an instanced indexed mesh whose ...
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so basically i'm making a personal project based around a strategy map game. I'm using this image as the map: The problems are as follows: I can't detect the borders as it is not an SVG If the first ...
Macr Nostaski's user avatar
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For the past few days, I've been trying to recreate an effect from this blog post on 3D Pixel Art Rendering by David Holland. If you scroll down, you'll reach the Water section in which the author ...
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I found a unity shader with custom lighting method that approximates subsurface scattering effect. I tried using it in deferred rendering mode and unfortunately it doesn't work. From what I have read ...
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Essentially I'm wanting to project: A 3D transformation matrix of a Gaussian (or in this case for simplicity a unit sphere) that includes scale, rotation and translation in world space TO A 2D ...
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Is it possible to add a nice outline to a unity tilemap? For example, if my tilemap looks something like the image on the left, I want to make it render like the image on the right: I found this ...
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I'm trying to figure out if it's possible to blend a (noise)texture with an image by creating a shader, and then apply the shader as a postFX to an image (or sprite). (see attached image) ...
John's user avatar
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Problem: This code should do a right-shifting trailing effect by accumulating previous frames on g_pSurfaceImg[0] but fails. Incorrect result: the image that should ...
Alex Veres's user avatar
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I have created a custom shader based on Unity's standard surface shader, but tiling and offset properties don't work at all. Only the albedo texture slot's tiling works. How do you make tiling work ...
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I have a shader for outlining an object, how do I apply the material with this shader to all submeshes, not just the last one?
d1spatcher's user avatar
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I have a hexagon sprite MainTex over which I want to render an outline texture SecondaryTex independent of the alpha value of the MainTex. Since I have a fairly large grid with many hexagons, two ...
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I am trying to make a trail renderer in Monogame. What I have currently is a procedurally created trail-mesh with properly applied UV coordinates, and what I have left to do is apply a per-vertex '...
Depenau's user avatar
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I am having a weird issue with the position of my sphere mask. Here is what it looks like currently: The white disc should be directly under the player character, not shifted off to the side. ...
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Following my post Saving shaders to file I then tried to load shader object files to recreate my shaders. I found some Q&A about how to load precompiled HLSL shaders into memory, including a short ...
philB's user avatar
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I'm in the process of writing saving/loading function for my little game. I'm willing to save the shaders as resource as I did for texture and meshes. I have a _SHADER struct that contains the VS/PS ...
philB's user avatar
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When I apply the canvas_item barrel distortion shader to my viewport, there is a noticeable loss of resolution in the center of the screen. Therefore, is it possible to scale the final image + fisheye ...
ThetaJones's user avatar
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1 answer
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I have a circular GameObject in Unity 2D with a SpriteRenderer attached. I want to attach a custom component to my ...
Robin's user avatar
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In the case of having the vertex attributes (i.e. position, color, etc) hardcoded in the shaders, why do I need to explicitly create a vertex array object (VAO)? If I remove the VAO, nothing is drawn. ...
CroCo's user avatar
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In Unity, using URP/Shader Graph, I have a peculiar problem. I have a warp tunnel that has a texture and a shader "animation" to make it appear as if the player is moving forward through it. ...
Battle's user avatar
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so i have this compute shader in glsl that creates a heightmap: ...
Barzoius Mecca's user avatar
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I would like to be able to add certain simple graphical effects to objects in my game. For example, I want dead enemies to fade out, I want enemies that get hit to flash white, all easy stuff. So far ...
Lara's user avatar
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According to this Anim Coding tutorial: In additive animations, additional movements are layered on top of existing animations. This allows for complex actions to be created without the need for ...
Arunabh's user avatar
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How can apply a shader to a graphics object, and not the whole canvas? I have a wave shader example here https://phaser.io/sandbox/6SsT2zfC, and I want the wave to be unaffected by the camera's ...
John's user avatar
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I've setup cglm from a wrap configured with Meson, and have copied one of the samples from https://github.com/floooh/sokol-samples/tree/master (cube-sapp, to be exact). I've tried to replace sokol's ...
Denzel's user avatar
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There is a very old issue explaining that there's problems with it, and I'm having difficulties today: https://github.com/godotengine/godot/issues/48202 The standard practice is to: Have a camera3d ...
Seph Reed's user avatar
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I'd like to add effects to the tall grass near the player in Godot 4. I think it has something to do with putting all that grass in a layer, than rendering it separately. I'm currently simply trying ...
Seph Reed's user avatar
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I just need to draw a flat mesh (say a 2d graph) on top of everything. What could be easier? create an object, adding it a mesh precalculated in homogenous (-1,+1) coordinates to match ...
Apatity's user avatar
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1 answer
141 views

I wrote a shader that implements most ShaderLab commands: Rendering without anything fancy: After enabling conservative rasterization: After disabling Z write: Ironically, that's exactly what I ...
aybe's user avatar
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I have some gameobjects that in some conditions have an additional material added to them programatically at runtime. I then later want to be able to remove that specific material. How can I identify ...
Michael's user avatar
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I want to learn how to project textures on to the mesh and overlap them like in Let’s Play Pottery. I have an idea for game. I created Models, 3d viewer but I can’t figure out how to implement texture ...
Danish Arain's user avatar
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I am having this minor issue implementing shadow mapping. The plane below the sphere has these strange artifacts. I can fix it by offsetting the position slightly but I'd rather have it work ...
Jambo's user avatar
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https://streamable.com/km0hv0 I want to make a low-poly game. I noticed that in blender in viewport shading mode, when the camera rotates, the face progressively change color, from grey to black, ...
jokoon's user avatar
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I have an object that has 2 materials, both using the URP/Lit shader. One of them is emissive and its color changes at runtime. I would like to create an effect where the two materials become pitch ...
jenkins's user avatar
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A custom shader I made is breaking on build. Here's what it's supposed to look like: Yet, on the build it looks like this. The surface is completely flat, all details are gone, and sometimes the ...
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