0
votes
0answers
39 views

Unity Shader GrabPass alternative

Is there an alternative for the heavy GrabPass method ? Is there a solution to avoid the foreground issue ? I mean when using GrabPass, if the refracted object is in front of the bumpy refractor, he ...
1
vote
1answer
120 views

My game works on the emulator and the PSVita, but crashes on Android

I made a game on PSM, ported from a previous iOS/Android game. I test it on the emulator and PSVita and runs fine. However, as I test it on a PlayStation Certified Android device, it crashes on load. ...
2
votes
0answers
199 views

Kinect User Silhouette Shader

I have this usermap from kinect's depth data (size is 320x280) and i want to display it on my game. The problem, of course it's ugly (first image) and i want to have beautiful effect like in the ...
0
votes
1answer
512 views

CG/CGFX to GLSL

So, I'm making the painful move from my beloved XNA to OpenTK, and I'm stuck: Since I've got a LOT of existing shaders written in HLSL, NVidia's CG compiler seems like a natural way to minimize the ...
31
votes
6answers
9k views

What are the pros and cons of HLSL vs GLSL vs cg? [closed]

What are the pros / cons of the three?
5
votes
2answers
989 views

OpenGL equivalent of .fx files in GLSL or Cg?

There's a lot of learning material in the DirectX world that uses .fx files to manage shaders, and .fx seems to be well integrated with 3D packages such as Maya and 3D Studio Max What do larger ...