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Latest Shaders Activity

gamedevdigest
March 29, 2024 01:50 PM
Game Dev Digest Issue #227 Animation, Mind Blowing Shaders, and more

This article was originally published on GameDevDigest.com

This issue has a bunch of great shader posts, animation related posts, and lots more. Enjoy!

Grass System Extension : Cutting - Here’s the post that explains how to extend the grass system to add the much requested feature to cut grass. The p…

1,919 views
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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..

2,585 views
Tom Sloper
January 24, 2024 12:46 PM

LorenzoGatti said:
the screenshot only shows high quality but otherwise unremarkable still images

I saw a “Paper Mario”-type animation there. But yes, a description here is called for.  And if pseudojester doesn't come back and continue the discussion, he's probably spamming us (pushing “sticker…

3,070 views

Hi,

In my custom engine, I'm using SSBOs to store the data in a normalized maner, I then access the data from the shaders as you can see in the glsl code bellow.

What are your oppinions on this practice?

Could all these indirections be problematic?

#version 460
#extension GL_EXT_nonuniform_qualifier: e…
1,538 views

Hey, all - I'm looking for a general artist to join my project, someone who can do some of the following: simple 3d modeling/rigging/animation, a few simple shaders, and perhaps some concept/story art. Art styles I enjoy are: Journey, Final Fantasy XII (but simplified a lot), and Tenderfoot Tactics…

1,707 views
Normals have weird splodges when TBN is applied

Are you visualizing the normals correctly? It looks like the black is just negative values. You should do something like this to debug normals so that they are in [0,1] range:

gl_FragColor.rgb = n*0.5 + 0.5;

The colors are also much too saturated. If rendered with correct gamma, it should be lighter …

2,579 views

Thank you for the reply and giving an helpful and insightful explanation! 

4,692 views
Having trouble rendering entire sphere

For future viewers, this is how my sphere looks like now, also, here are the correct coordinates

    float vertices[] = {
        //top-north-east
         0.0f, 1.0f,  0.0f,
         0.0f,  0.0f,  1.0f,
         1.0f,  0.0f,  0.0f,

        //top-north-west
         0.0f,  1.0f,  0.0f,
        -1.0…
3,992 views

dpadam450 said:
Depends what techniques but yes you can use the last frame and the last frames camera matrix to take a texel from current frame into where it was rendered in the previous frame and use that coordinate to lookup where the texel would have been rendered in the prior frame.

I wasn't sugg…

5,234 views

I'm working on building my overworld (similar to the open areas of ps1 era Final Fantasy games). I overlaid a hand drawn image of my world map on a terrain in unity, and I raised the terrain for the continents to an even level so I have continents and then the lower water level. I can continue to d…

4,790 views

@cgrant That's a good point, but the binary shaders were working before I added a third shader output! And I was testing multiple 5+ shader outputs per fragment shader on my previous engine.

@fleabay Thank you for your suggestion, this is the only unsupported content, up to 4.6 is completely support…

6,438 views
Info about Float precision on GPU, bugs/features

I don't, it was just a suggestion.

9,678 views

51mon said:
This might require a bit of experimentation on my end + benchmarking etc.

yes.

Having the counter incremented in LDS is a nice idea. Notice, you can use the three arguments InterlockedAdd() function call to get immediately the older value of the counter and you use it to compute the offset…

3,768 views

@ddlox thank you for taking the time out to answer, your answer is perfect. have a great day

8,115 views

https://github.com/Starconstructor/KaoticEngine/tree/compute

The above is my issue branch. Rn it completely crashes my computer. Is there some sort of tutorial or source code that someone can recommend for coloring a texture with compute shaders, and then writing it to the framebuffer directly?

3,188 views
Help with applying PCF to shadows (DirectX 11)

@MJP Thanks for your reply. You were right, I was sampling using the wrong coorddinates. I have fixed it now, thanks!

6,141 views
xDanix
December 26, 2020 09:37 PM
Help wanted!

@Tom Sloper sorry about that.. didnt read the rules before posting.. I just described my experience following the tutorial i linked to, dont want to hire anyone.. there is a bunch of questions in there:

1) why does the "sprite unlit graph" shader shows no preview? the “sprite lit graph” does.. (4:44…

4,132 views
How do I access an array of Colors or floats with Unity's Shader Graph?

I'm trying to send arrays of colors and floats to my PBR Shader from a script and access them in Shader Graph:

// From Script....

// no an array but using this to access the arrays below...
material.setInt("baseColorsCount", baseColors.Length); 

// Array
material.SetColorArray ("baseColors", baseC…
5,558 views
Shaders for Beginners (with examples in OpenGL and Defold)

I had many problems with understanding shaders, but after getting a grasp - it is so easy, convenient and powerful! I present to you my twisted version of understanding this, hoping it will help other aspiring devs ?

This is my slow path from a total noob to a less-noob-ish shader programmer ? It wi…

11,580 views

As far as I'm concerned, GL_OUT_OF_MEMORY does not work. I get no image if the memory request is too large. In fact, the time it takes to set the first and last entries in the memory array is around 0.001 seconds - until I hit a memory size that GL cannot handle and the time jumps to 10 seconds and…

11,005 views
Why my shader is visible outside of Viewport mask of ScrollView?

Hello. In my project in Unity I have a ScrollView. Scroll panel in Unity has the next structure.

Viewport has Mask that makes visible elements of Content only inside this mask.

When in Content I have an Image that uses a material with my custom shader (just a color gradient), this image becomes visib…

4,244 views
gamedevdigest
January 03, 2020 02:53 PM
Issue #25 - Render Pipelines, Memory Management, Editor Scripts, DOTS/ECS, Shaders, Great Assets, Pl

*Read the full newsletter originally posted with its original formatting at GameDevDigest.com

Directional Shadows - This is the fourth part of a tutorial series about creating a custom scriptable render pipeline. It adds support for cascaded shadow maps.
Catlike Coding

See Through Walls …

4,607 views
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