0
votes
2answers
159 views

Is there a way to optimize this 2D lighting effect shader? [duplicate]

I'm doing a little 2D game in C++ with Direct3D 11. In the game I want to render a sort of shadow that covers part of the screen: To do this I am using this pixel shader: float4 PS_Main( PS_Input ...
1
vote
2answers
373 views

What is the depth that a pixel shader may output? Is it necessary to write Depth?

In DirectX11, what does the depth that a Pixel Shader can output mean? Does a pixel shader need to output a depth so that we "write" the depth? If not, why would we output it? For any doubts, I'm ...
3
votes
1answer
227 views

Multiple pixel shader passes

I currently have a pixel shader that calculates the texture and I have another that calculates the light. I want another shader that does both. What I would ideally like to do is instead of creating a ...
0
votes
2answers
115 views

Alpha interpolation in a pixel shader

How does the interpolation in a fragment shader work when it comes to the alpha parameter? I'm programming a shader with SharpDX, DirectX11. My idea is to interpolate 2 3d points of a segment, so ...
1
vote
1answer
285 views

Color grading, shaders and 3d textures

I'm trying to implement color correction with the 3d lookup table. The lookup table is actually just a 2d texture 256x16 and consists of 16 squares which one is 16x16. When it comes to rendering, I ...
2
votes
0answers
125 views

Writing to a D3DFMT_R32F render target clamps to 1

I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant ...
2
votes
1answer
354 views

Fog shader camera problem

I have some difficulties with my vertex-fragment fog shader in Unity. I have a good visual result but the problem is that the gradient is based on the camera's position, it moves as the camera moves. ...
2
votes
2answers
280 views

3D Distortion Effect

I'm trying to make a distortion effect similar to this: However I'm not making a 2d screen space effect. I'm applying it to a 3d scene and I want it to be placed IN the world, so it can be blocked ...
2
votes
0answers
133 views

Best approach to depth streaming via existing codec [closed]

I'm working on a development system (and game) intended for games set mostly in static third-person views. We produce our scenery by CG and photographic techniques. Our background art is rendered ...
3
votes
1answer
268 views

Per Instance Textures, and Vertex And Pixel Shaders?

How do you implement per instance textures, vertex shaders, and pixel shaders? Given: 1. Two different model templates in Vertex Buffer, Square & Triangle 2. Instance Buffer with [n] instances of ...
5
votes
1answer
1k views

2D Line drawing with Pixel Shaders

Recently I asked a question, what is the fastest way to render 2D lines using DirectX, and one of the answers mentioned this paper on Fast Prefiltered Lines which uses Pixel Shaders to accomplish ...
4
votes
1answer
2k views

In HLSL pixel shader , why is SV_POSITION different to other semantics?

In my HLSL pixel shader, SV_POSITION seems to have different values to any other semantic I use. I don't understand why this is. Can you please explain it? For example, I am using a triangle with the ...
0
votes
1answer
650 views

Multiple render targets and pixel shader outputs terminology

I'm a little confused on the jargon: does Multiple Render Targets (MRT) refer to outputting from a pixel shader to multiple elements in a struct? That is, when one says "MRT is to write to multiple ...
1
vote
1answer
642 views

Sampling from Normal Map and Diffuse Map in Pixel Shader

I'm having some issue changing a basic lighting shader to take a normal texture and a diffuse texture for a model and then using the normal texture for lighting. The code is very simple and i can't ...