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Latest HLSL Activity

Need help with HLSL (ps_3_0) d3d9 bug (discard vs return)

@Corris Thanks for the insight. I was gonna hint at some form of compiler bug..

2,593 views
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hanna8
February 12, 2024 10:45 AM
Room 8 Group’s R&D Unit Unveils REI, an Open Source Tool Enhancing Game Porting and Development

Room 8 Group’s Game Development team for PC & Console (Dragons Lake), has made its innovative Render Engine Infrastructure (REI) tool available as an open-source solution. Initially developed to transform game porting, development, and preservation, REI is the result of tireless work carried ou…

7,486 views

I have a small issue with my shaders. Sorry if it is not the right place for this question. In general, the essence is that for my application on dx12, I have shaders in glsl (I'm too lazy to rewrite them because there are many, and they are not only for dx12), and I compile them into hlsl using sp…

2,798 views
Issue with HLSL function parameter

@Juliean Wow. I could not notice the fact that I defined light as float. lol. I remember that I declared light as float3 definitely but it was not. It works well now. Thanks for your help, you saved my days !

3,061 views

Hi @aerodactyl55 , many thanks for your reply.

Yes - agreed re. device capabilities.  It was one of the first things I checked… and all the things I think I'm using are marked as supported on both GPUs I'm testing on (an NVidia mobile GPU and an embedded Intel GPU).  It could still be some…

2,863 views

Hi,

I'm working on a game in UE4 that uses a compute shader to perform 3D rotations on 2D images. The final rotated image is drawn to a render target after the calculations are done.

Problem: on certain hardware, we're seeing “striping” occur, where rows of pixels are missing from the final image (ex…

2,818 views

@Jimmyberf Along the lines of what Frob suggested:

// output 

float3 outputColor = saturate(ambient + diffuse + specular) * input.Color.rgb;

4,422 views

hi Gnollrunner,

problem is solved, it works perfectly.

Simply dont know, what i formerly made wrong.

YOU ARE THE BEST !!!

4,280 views

What ^ @joej said. But I'll add a personal axiom that if it's atomic and it's not an index or a counter … you probably need to think again. It applies to all atomics but Compared (min/max) atomics (like an atomic ray-hit distance) are the more obvious example of how atomics can become problems in h…

4,033 views

I'm not sure, but I would probably use the jittered matrix to unproject the depth. I'm not sure if your approach of using scene depth is the right way to calculate velocity. The examples I've seen do the work in the vertex shader of the main pass (gbuffer/forward), where the vertices get multiplied…

5,890 views
DX11 HLSL ... looking to update a simple terrain mesh

Why do you sort the (seemingly opaque) tiles? Are you sure this improves performance instead of just rendering them naively?

I build my terrain mesh on the CPU but in chunks. Maybe you could separate it into chunks as well, assuming updating the terrain (CPU → GPU) really is an issue with performanc…

4,323 views

I am trying to convert a post processing vignette into a torchlight effect and have the centre position brighter instead of the dark edges but unable to work out depth buffer so as to get depth adjustments.

My code is in HSLS (Dx9) and this is what I have (based off CopperCube game engine - irrLicht…

2,719 views
Shader float precision error - how to resolve?

jsmithir123 said:

 I am interested in learning a little more about the double intersection count for points that overlap. I am not exactly sure on the details of how you say you solved this previously. Could you expand a little?

Well you can see in the shape below that the scan line passes thoug…

4,576 views

@Juliean Hmm ok, worth thinking about. I'm going to experiment a bit today and see how it'll turn out.

4,513 views
How to render the scene to a texture (for the purposes of doing a Post Process shader Pass)?

Ok I made it.

My own rendering architecture confused me.

I had to make some adjustments to accommodate offscreen rendering.

What you have to do:

  • all rendering is made offscreen, exactly the same way you did before (same bindings etc.) with the only difference being that now you use a render target that…
6,796 views

Job interview tests and school homework are not allowed here. You need to solve job or school tests on your own. Thread locked.

2,984 views

codefreak2022 said:
give a way to greatly reduce cost of this shader.

Your other post looked suspiciously like a job interview test, and it has been locked. This one also is now locked. You have to solve job interview tests (and school tests) on your own.

4,149 views

Thank you so much for replies'
@MJP as for xatlas ill look into it.

6,044 views
Krigeta
October 07, 2022 12:29 PM

@JoeJ got the motivation from here link and btw this game is not using the inverted Hull method, it is using the depth-based outlines as I have checked in the RenderDoc, so still want to know how can we replicate this inverted Hull effect in HLSL because it is pretty normal these days.

3,986 views

Thaumaturge said:

But I do ask: how accurate does this have to be? Why not just implement it in the vertex shader, as you already have in mind, and have done with it?

That's what I'll do.

Thanks for the support.

7,467 views
Making 2.5D Game in Unity – Part 2

In this part of the 2.5D Game in Unity series, we will write a shader to resolve the depth issues that appeared in the scene we created.

As we observed in the previous part of the tutorial, moving the camera results in rendering order glitches.
This issue originates from the way Unity renders sprites…

7,999 views
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