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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 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 \...
Akshay Dhotre's user avatar
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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.
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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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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 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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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 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 have a problem with badly optimized palette cycling function of the background shader: ...
Tarak Tarakovich's user avatar
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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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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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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 ...
Robin'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 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 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 '...
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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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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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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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so i have this compute shader in glsl that creates a heightmap: ...
Barzoius Mecca'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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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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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 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 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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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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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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